update:个人训练优化
This commit is contained in:
+11
-4
@@ -311,6 +311,13 @@ export const getPractiseAPI = async (id) => {
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return request("GET", `/user/practice/get?id=${id}`);
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};
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export const getPractiseDetailAPI = async (id) => {
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return request(
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"GET",
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`/user/practice/detail?id=${encodeURIComponent(id)}`
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);
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};
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export const createRoomAPI = (gameType, teamSize, targetType) => {
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return request("POST", "/user/createroom", {
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gameType,
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@@ -344,12 +351,12 @@ export const startRoomAPI = (number) => {
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return request("POST", "/user/room/start", {number});
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};
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export const getPractiseResultListAPI = async (page = 1, page_size = 15) => {
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const reuslt = await request(
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export const getPractiseResultListAPI = async (page = 1, pageSize = 15) => {
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const result = await request(
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"GET",
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`/user/practice/list?page=${page}&page_size=${page_size}`
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`/user/practice/mylist?page=${page}&pageSize=${pageSize}&status=0`
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);
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return reuslt.list;
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return Array.isArray(result?.list) ? result.list : [];
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};
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export const matchGameAPI = (match, gameType, teamSize) => {
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@@ -52,6 +52,12 @@ export const audioFils = {
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"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutzdrl5u0iromqhf.mp3",
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射击无效:
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"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%E6%A3%80%E6%9F%A5%E8%B7%9D%E7%A6%BB%E5%92%8C%E9%9D%B6%E7%BA%B8.mp3",
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"射箭无效,距离不足":
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"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%EF%BC%8C%E8%B7%9D%E7%A6%BB%E4%B8%8D%E8%B6%B3.MP3",
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"射箭无效,未识别到靶纸":
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"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%EF%BC%8C%E6%9C%AA%E8%AF%86%E5%88%AB%E5%88%B0%E9%9D%B6%E7%BA%B8.MP3",
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"射箭无效,靶纸错误":
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"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%EF%BC%8C%E9%9D%B6%E7%BA%B8%E9%94%99%E8%AF%AF.mp3.MP3",
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未上靶:
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"https://static.shelingxingqiu.com/attachment/2025-11-12/de6n45o3tsm1v4unam.mp3",
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"1环":
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@@ -117,6 +123,9 @@ const AUDIO_WARM_PRIORITY_KEYS = [
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"轮到你了",
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"比赛结束",
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"射击无效",
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"射箭无效,距离不足",
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"射箭无效,未识别到靶纸",
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"射箭无效,靶纸错误",
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"中场休息",
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"下半场开始",
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"决金箭轮",
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@@ -67,6 +67,10 @@ const props = defineProps({
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type: Boolean,
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default: false,
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},
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enableShotEffect: {
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type: Boolean,
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default: true,
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},
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});
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const pMode = ref(true);
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@@ -113,7 +117,13 @@ function hasShotPoint(shot) {
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}
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function shouldPlayShotEffect(shot) {
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return props.isSvip && !!shot && Number(shot.ring) > 0 && hasShotPoint(shot);
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return (
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props.enableShotEffect &&
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props.isSvip &&
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!!shot &&
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Number(shot.ring) > 0 &&
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hasShotPoint(shot)
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);
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}
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function clearTipTimer() {
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@@ -276,7 +286,7 @@ watch(
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const latestShot = props.scores[newLen - 1];
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if (shouldPlayShotEffect(latestShot)) {
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void prepareShotEffect("red", latestShot, newLen - 1);
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} else {
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} else if (props.enableShotEffect) {
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shotEffectRequestGeneration += 1;
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pendingShotEffect.value = null;
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showShotTip("red", latestShot);
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@@ -301,7 +311,7 @@ watch(
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const latestShot = props.blueScores[newLen - 1];
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if (shouldPlayShotEffect(latestShot)) {
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void prepareShotEffect("blue", latestShot, newLen - 1);
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} else {
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} else if (props.enableShotEffect) {
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shotEffectRequestGeneration += 1;
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pendingShotEffect.value = null;
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showShotTip("blue", latestShot);
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@@ -2,7 +2,7 @@
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import { ref, watch, onMounted, onBeforeUnmount } from "vue";
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import audioManager from "@/audioManager";
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import { MESSAGETYPESV2 } from "@/constants";
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import { getDirectionText } from "@/util";
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import { getDirectionText, getInvalidShotAudioKey } from "@/util";
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import useStore from "@/store";
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import { storeToRefs } from "pinia";
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@@ -91,7 +91,7 @@ async function onReceiveMessage(message) {
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title: "距离不足,无效",
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icon: "none",
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});
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audioManager.play("射击无效");
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audioManager.play(getInvalidShotAudioKey(shootData));
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}
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}
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@@ -2,7 +2,7 @@
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import { ref, watch, onMounted, onBeforeUnmount, computed } from "vue";
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import audioManager from "@/audioManager";
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import { MESSAGETYPESV2 } from "@/constants";
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import { getDirectionText } from "@/util";
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import { getDirectionText, getInvalidShotAudioKey } from "@/util";
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import useStore from "@/store";
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import { storeToRefs } from "pinia";
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@@ -174,7 +174,7 @@ async function onReceiveMessage(msg) {
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title: "距离不足,无效",
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icon: "none",
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});
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audioManager.play("射击无效");
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audioManager.play(getInvalidShotAudioKey(msg.shootData));
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}
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}
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+137
-16
@@ -1,8 +1,18 @@
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<script setup>
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import { computed, getCurrentInstance, nextTick, onMounted, ref, watch } from "vue";
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import {
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computed,
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getCurrentInstance,
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nextTick,
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onBeforeUnmount,
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onMounted,
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ref,
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watch,
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} from "vue";
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const defaultCanvasSize = 300;
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const defaultRingCount = 10;
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const highlightRevealProgressFrames = [0.08, 0.2, 0.38, 0.6, 0.82, 1];
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const highlightRevealFrameInterval = 60;
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const props = defineProps({
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// canvas 唯一标识;不传时组件内部自动生成,避免多个靶面 canvas-id 冲突。
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@@ -41,6 +51,11 @@ const props = defineProps({
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type: Number,
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default: 0,
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},
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// 每次变化时以固定低帧数重新展开当前高亮扇区;默认关闭。
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highlightRefreshToken: {
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type: Number,
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default: 0,
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},
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showSectorLabels: {
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type: Boolean,
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default: false,
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@@ -94,6 +109,10 @@ const canvasSize = ref({
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width: defaultCanvasSize,
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height: defaultCanvasSize,
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});
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let drawRequestGeneration = 0;
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let highlightAnimationGeneration = 0;
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let highlightAnimationTimer = null;
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let mountDrawTimer = null;
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// 完整靶纸默认样式,调用方可以通过 targetStyleConfig 局部覆盖。
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const defaultTargetStyleConfig = {
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@@ -238,10 +257,23 @@ const drawTargetRings = (ctx, centerX, centerY, targetRadius, config) => {
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};
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// 高亮后端指定区域;activeRing 有效时只高亮该区域内的单个环。
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const drawSectorHighlight = (ctx, centerX, centerY, targetRadius, config) => {
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const drawSectorHighlight = (
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ctx,
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centerX,
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centerY,
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targetRadius,
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config,
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revealProgress = 1
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) => {
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const angles = getSectorAngles(props.activeSector, props.sectorCount);
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if (!angles) return;
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const safeRevealProgress = Math.min(
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Math.max(getNumber(revealProgress, 1), 0),
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1
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);
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if (safeRevealProgress <= 0) return;
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const ring = getPositiveInteger(props.activeRing);
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const hasActiveRing = ring >= 1 && ring <= config.ringCount;
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const innerRadius = hasActiveRing
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@@ -262,7 +294,8 @@ const drawSectorHighlight = (ctx, centerX, centerY, targetRadius, config) => {
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innerRadius,
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outerRadius,
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angles.startAngle,
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angles.endAngle,
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angles.startAngle +
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(angles.endAngle - angles.startAngle) * safeRevealProgress,
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style.color,
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style.strokeColor,
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Math.max(1, targetRadius * style.lineWidthRatio)
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@@ -399,12 +432,12 @@ const getDrawKey = (width, height) => {
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};
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// 主绘制入口:根据 highlightOnly 决定画完整靶纸,还是只画透明高亮层。
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const drawTarget = () => {
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const drawTarget = ({ force = false, highlightProgress = 1 } = {}) => {
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const width = Math.max(getNumber(canvasSize.value.width, defaultCanvasSize), 1);
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const height = Math.max(getNumber(canvasSize.value.height, defaultCanvasSize), 1);
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const drawKey = getDrawKey(width, height);
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if (drawKey === lastDrawKey.value) {
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if (!force && drawKey === lastDrawKey.value) {
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return;
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}
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@@ -421,7 +454,14 @@ const drawTarget = () => {
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drawTargetRings(ctx, centerX, centerY, targetRadius, config);
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}
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drawSectorHighlight(ctx, centerX, centerY, targetRadius, config);
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drawSectorHighlight(
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ctx,
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centerX,
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centerY,
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targetRadius,
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config,
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highlightProgress
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);
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if (!props.highlightOnly) {
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drawRingLines(ctx, centerX, centerY, targetRadius, config);
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@@ -441,26 +481,82 @@ const drawTarget = () => {
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drawSectorLabels(ctx, centerX, centerY, targetRadius);
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ctx.draw();
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lastDrawKey.value = drawKey;
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lastDrawKey.value = highlightProgress >= 1 ? drawKey : "";
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};
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const setCanvasSizeAndDraw = async (width, height) => {
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const cancelHighlightAnimation = () => {
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highlightAnimationGeneration += 1;
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if (highlightAnimationTimer) {
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clearTimeout(highlightAnimationTimer);
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highlightAnimationTimer = null;
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}
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};
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// 固定 6 帧展开黄色扇区,避免对原生 canvas 节点做缩放导致低端机错位。
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const runHighlightRevealAnimation = () => {
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cancelHighlightAnimation();
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const generation = highlightAnimationGeneration;
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let frameIndex = 0;
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const drawNextFrame = () => {
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if (generation !== highlightAnimationGeneration) return;
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drawTarget({
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force: true,
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highlightProgress: highlightRevealProgressFrames[frameIndex],
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});
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frameIndex += 1;
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if (frameIndex < highlightRevealProgressFrames.length) {
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highlightAnimationTimer = setTimeout(
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drawNextFrame,
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highlightRevealFrameInterval
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);
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} else {
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highlightAnimationTimer = null;
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}
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};
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drawNextFrame();
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};
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const setCanvasSizeAndDraw = async (
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width,
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height,
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{ animateHighlight = false, requestGeneration } = {}
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) => {
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canvasSize.value = {
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width: width > 0 ? width : defaultCanvasSize,
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height: height > 0 ? height : width || defaultCanvasSize,
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};
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await nextTick();
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drawTarget();
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if (requestGeneration !== drawRequestGeneration) return;
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const canAnimateHighlight =
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animateHighlight &&
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props.highlightOnly &&
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!!getSectorAngles(props.activeSector, props.sectorCount);
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if (canAnimateHighlight) {
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runHighlightRevealAnimation();
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} else {
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cancelHighlightAnimation();
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drawTarget();
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}
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};
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// 读取 canvas 实际渲染尺寸后再绘制,保证小程序真机尺寸和坐标一致。
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const measureAndDraw = () => {
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const measureAndDraw = ({ animateHighlight = false } = {}) => {
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const requestGeneration = ++drawRequestGeneration;
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const propWidth = Math.round(getNumber(props.canvasWidth, 0));
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const propHeight = Math.round(getNumber(props.canvasHeight, 0));
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if (propWidth > 0 && propHeight > 0) {
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setCanvasSizeAndDraw(propWidth, propHeight);
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setCanvasSizeAndDraw(propWidth, propHeight, {
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animateHighlight,
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requestGeneration,
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});
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return;
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}
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@@ -469,18 +565,23 @@ const measureAndDraw = () => {
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query
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.select(`#${currentCanvasId.value}`)
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.boundingClientRect(async (rect) => {
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if (requestGeneration !== drawRequestGeneration) return;
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const width = Math.round(getNumber(rect?.width, defaultCanvasSize));
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const height = Math.round(getNumber(rect?.height, width || defaultCanvasSize));
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await setCanvasSizeAndDraw(width, height);
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await setCanvasSizeAndDraw(width, height, {
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animateHighlight,
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requestGeneration,
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});
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})
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.exec();
|
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};
|
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|
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// 等待 Vue 完成 DOM 更新后重新测量和绘制。
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const scheduleDraw = async () => {
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const scheduleDraw = async ({ animateHighlight = false } = {}) => {
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await nextTick();
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measureAndDraw();
|
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measureAndDraw({ animateHighlight });
|
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};
|
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|
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watch(
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@@ -491,6 +592,7 @@ watch(
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props.sectorCount,
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props.activeSector,
|
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props.activeRing,
|
||||
props.highlightRefreshToken,
|
||||
props.showSectorLabels,
|
||||
props.highlightOnly,
|
||||
props.canvasWidth,
|
||||
@@ -501,14 +603,33 @@ watch(
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props.sectorLabelStyle,
|
||||
props.highlightStyle,
|
||||
],
|
||||
scheduleDraw,
|
||||
(currentValues, previousValues = []) => {
|
||||
const refreshTokenIndex = 6;
|
||||
const refreshToken = Number(currentValues[refreshTokenIndex]);
|
||||
const previousRefreshToken = Number(previousValues[refreshTokenIndex]);
|
||||
const animateHighlight =
|
||||
Number.isFinite(refreshToken) &&
|
||||
refreshToken > 0 &&
|
||||
refreshToken !== previousRefreshToken;
|
||||
|
||||
return scheduleDraw({ animateHighlight });
|
||||
},
|
||||
{
|
||||
deep: true,
|
||||
}
|
||||
);
|
||||
|
||||
onMounted(() => {
|
||||
setTimeout(measureAndDraw, 30);
|
||||
mountDrawTimer = setTimeout(measureAndDraw, 30);
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
drawRequestGeneration += 1;
|
||||
cancelHighlightAnimation();
|
||||
if (mountDrawTimer) {
|
||||
clearTimeout(mountDrawTimer);
|
||||
mountDrawTimer = null;
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
|
||||
+40
-6
@@ -10,6 +10,14 @@ const props = defineProps({
|
||||
type: Number,
|
||||
default: 0,
|
||||
},
|
||||
trainingType: {
|
||||
type: String,
|
||||
default: "",
|
||||
},
|
||||
recordMode: {
|
||||
type: Boolean,
|
||||
default: false,
|
||||
},
|
||||
});
|
||||
|
||||
const getDisplayText = (arrow = {}) => {
|
||||
@@ -18,15 +26,16 @@ const getDisplayText = (arrow = {}) => {
|
||||
return arrow.ringX ? "X" : String(arrow.ring);
|
||||
};
|
||||
|
||||
const isLowScore = (arrow = {}) => {
|
||||
if (!arrow || arrow.ringX) return false;
|
||||
return Number(arrow.ring) < 6;
|
||||
const isFailed = (arrow = {}) => {
|
||||
if (!arrow) return false;
|
||||
if (props.recordMode && props.trainingType !== "precision") return false;
|
||||
return arrow.ok !== true;
|
||||
};
|
||||
|
||||
const displayArrows = computed(() => {
|
||||
const list = [...props.arrows];
|
||||
// total 是达标箭数,不是实际射箭上限;训练中始终预留下一箭空框。
|
||||
list.push(null);
|
||||
if (!props.recordMode) list.push(null);
|
||||
return list;
|
||||
});
|
||||
</script>
|
||||
@@ -39,10 +48,28 @@ const displayArrows = computed(() => {
|
||||
:key="index"
|
||||
class="score-card"
|
||||
>
|
||||
<image class="score-card-bg" :src="isLowScore(arrow)?'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gray.png':'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gold.png'"></image>
|
||||
<image
|
||||
class="score-card-bg"
|
||||
:src="
|
||||
isFailed(arrow)
|
||||
? 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gray.png'
|
||||
: 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/block-gold.png'
|
||||
"
|
||||
/>
|
||||
<image
|
||||
v-if="trainingType === 'precision' && arrow"
|
||||
class="score-result-icon"
|
||||
:src="
|
||||
arrow.ok === true
|
||||
? 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/gou.png'
|
||||
: 'https://static.shelingxingqiu.com/shootmini/static/training-difficulty-design/cha.png'
|
||||
"
|
||||
mode="aspectFit"
|
||||
/>
|
||||
<text
|
||||
v-else
|
||||
class="score-value"
|
||||
:class="{ 'score-value--low': isLowScore(arrow) }"
|
||||
:class="{ 'score-value--low': isFailed(arrow) }"
|
||||
>
|
||||
{{ getDisplayText(arrow) }}
|
||||
</text>
|
||||
@@ -87,6 +114,13 @@ const displayArrows = computed(() => {
|
||||
height: 56rpx;
|
||||
}
|
||||
|
||||
.score-result-icon {
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
width: 30rpx;
|
||||
height: 30rpx;
|
||||
}
|
||||
|
||||
.score-value {
|
||||
position: relative;
|
||||
z-index: 1;
|
||||
@@ -9,7 +9,7 @@ import {
|
||||
getServerMessageTypeName,
|
||||
} from "@/utils/matchProtocol";
|
||||
import { MESSAGETYPESV2 } from "@/constants";
|
||||
import { getDirectionText } from "@/util";
|
||||
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
|
||||
import {
|
||||
normalizeId,
|
||||
normalizeMatchInfo,
|
||||
@@ -378,7 +378,7 @@ function getAckAudioKeys(message, businessMessage) {
|
||||
case ServerMessageType.SERVER_MSG_CHECK:
|
||||
return getTestDistanceAudioKeys(businessMessage?.shootData);
|
||||
case ServerMessageType.SERVER_MSG_NOT_ENOUGH_DISTANCE:
|
||||
return ["射击无效"];
|
||||
return [getInvalidShotAudioKey(businessMessage?.shootData)];
|
||||
default:
|
||||
return [];
|
||||
}
|
||||
|
||||
@@ -1,104 +0,0 @@
|
||||
// 首页一周打卡展示数据,直接对应顶部 7 个日期卡片。
|
||||
export const trainingHomeWeekSchedule = [
|
||||
{
|
||||
key: "mon",
|
||||
label: "周一",
|
||||
status: "done",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
|
||||
},
|
||||
{
|
||||
key: "tue",
|
||||
label: "周二",
|
||||
status: "done",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
|
||||
},
|
||||
{
|
||||
key: "wed",
|
||||
label: "周三",
|
||||
status: "missed",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/missed.png",
|
||||
},
|
||||
{
|
||||
key: "thu",
|
||||
label: "周四",
|
||||
status: "missed",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/missed.png",
|
||||
},
|
||||
{
|
||||
key: "fri",
|
||||
label: "周五",
|
||||
status: "done",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
|
||||
},
|
||||
{
|
||||
key: "sat",
|
||||
label: "周六",
|
||||
status: "done",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/done.png",
|
||||
},
|
||||
{
|
||||
key: "sun",
|
||||
label: "周日",
|
||||
status: "missed",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/missed.png",
|
||||
},
|
||||
];
|
||||
|
||||
// 首页统计卡数据,按设计稿从左到右展示。
|
||||
export const trainingHomeStats = [
|
||||
{ key: "days", value: "12", unit: "天", label: "共训练" },
|
||||
{ key: "shots", value: "112", unit: "支", label: "累计射箭" },
|
||||
{ key: "hitRate", value: "30", unit: "%", label: "命中率" },
|
||||
{ key: "endurance", value: "6", unit: "支/分钟", label: "耐力射击" },
|
||||
{ key: "calories", value: "31W", unit: "卡路里", label: "共消耗" },
|
||||
];
|
||||
|
||||
// 雷达图区文案与数值配置。
|
||||
export const trainingHomeRadar = {
|
||||
labels: ["基础", "精准", "力量", "节奏", "耐力"],
|
||||
values: [5.5, 6.3, 10, 4.5, 6],
|
||||
maxValue: 10,
|
||||
surpassValue: '80%'
|
||||
};
|
||||
|
||||
// 首页主推荐训练卡数据。
|
||||
export const trainingHomeFeatured = {
|
||||
title: "基础训练",
|
||||
progressText: "当前进度 LV7 >",
|
||||
};
|
||||
|
||||
// 首页四个训练入口卡片数据。
|
||||
export const trainingHomeModes = [
|
||||
{
|
||||
key: "endurance",
|
||||
title: "耐力训练",
|
||||
progressText: "当前进度 LV5 >",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_3.png",
|
||||
recommended: true,
|
||||
disabled: false,
|
||||
},
|
||||
{
|
||||
key: "precision",
|
||||
title: "精准训练",
|
||||
progressText: "当前进度 LV3 >",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_4.png",
|
||||
recommended: false,
|
||||
disabled: false,
|
||||
},
|
||||
{
|
||||
key: "rhythm",
|
||||
title: "节奏训练",
|
||||
progressText: "当前进度 LV6 >",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_5.png",
|
||||
recommended: false,
|
||||
disabled: false,
|
||||
},
|
||||
{
|
||||
key: "power",
|
||||
title: "力量训练",
|
||||
progressText: "Coming! LV10",
|
||||
icon: "https://static.shelingxingqiu.com/shootmini/static/training-home/img_6.png",
|
||||
recommended: false,
|
||||
disabled: true,
|
||||
},
|
||||
];
|
||||
@@ -1,113 +0,0 @@
|
||||
// 难度页当前用于保存“开始训练前上下文”的本地存储 key。
|
||||
export const trainingDifficultyStorageKey = "training-selection";
|
||||
|
||||
// 当前是页面联调用的模拟数据:
|
||||
// 1. 总难度 20 级
|
||||
// 2. 已解锁到 Lv3
|
||||
// 3. 前三关展示不同完成进度
|
||||
const totalDifficultyLevel = 20;
|
||||
const mockedUnlockedDifficultyId = "lv3";
|
||||
const mockedDifficultyProgressMap = {
|
||||
lv1: 100,
|
||||
lv2: 90,
|
||||
lv3: 70,
|
||||
};
|
||||
|
||||
const modeList = [
|
||||
{
|
||||
key: "endurance",
|
||||
title: "耐力训练",
|
||||
},
|
||||
{
|
||||
key: "precision",
|
||||
title: "精准训练",
|
||||
},
|
||||
{
|
||||
key: "rhythm",
|
||||
title: "节奏训练",
|
||||
},
|
||||
{
|
||||
key: "basic",
|
||||
title: "基础训练",
|
||||
},
|
||||
{
|
||||
key: "power",
|
||||
title: "力量训练",
|
||||
},
|
||||
{
|
||||
key: "focus",
|
||||
title: "专注训练",
|
||||
},
|
||||
];
|
||||
|
||||
const createDifficultyId = (level) => `lv${level}`;
|
||||
|
||||
const createDifficultyLabel = (level) => `Lv${level}`;
|
||||
|
||||
// 根据等级生成模拟文案,方便一次性扩展到更多关卡。
|
||||
const createDifficultySummary = (level) => {
|
||||
return [
|
||||
`箭靶划分为${Math.min(1 + Math.floor((level - 1) / 5), 4)}个区域`,
|
||||
`需${4 + level}次命中目标`,
|
||||
`${100 + Math.floor((level - 1) / 2) * 10}秒内完成所有射击`,
|
||||
"需使用20CM全环靶",
|
||||
];
|
||||
};
|
||||
|
||||
// 难度页的节点位置已经在页面内统一计算,
|
||||
// 这里保留最核心的 id / label 即可,不再维护无效的 left / top / style 字段。
|
||||
const createDifficultyNode = (level) => {
|
||||
return {
|
||||
id: createDifficultyId(level),
|
||||
label: createDifficultyLabel(level),
|
||||
};
|
||||
};
|
||||
|
||||
const createDifficultyDetail = (level) => {
|
||||
const id = createDifficultyId(level);
|
||||
const label = createDifficultyLabel(level);
|
||||
|
||||
return {
|
||||
id,
|
||||
label,
|
||||
title: `${label}难度`,
|
||||
summary: createDifficultySummary(level),
|
||||
startText: "开始",
|
||||
targetPaperType: "20CM全环靶",
|
||||
};
|
||||
};
|
||||
|
||||
// 所有训练模式当前共用同一套难度定义。
|
||||
const sharedDifficultyNodes = Array.from(
|
||||
{ length: totalDifficultyLevel },
|
||||
(_, index) => createDifficultyNode(index + 1)
|
||||
);
|
||||
|
||||
const sharedDifficultyDetails = Object.fromEntries(
|
||||
Array.from({ length: totalDifficultyLevel }, (_, index) => {
|
||||
const detail = createDifficultyDetail(index + 1);
|
||||
return [detail.id, detail];
|
||||
})
|
||||
);
|
||||
|
||||
const createModeConfig = ({ key, title, reward = null }) => {
|
||||
return {
|
||||
key,
|
||||
title,
|
||||
nodes: sharedDifficultyNodes,
|
||||
details: sharedDifficultyDetails,
|
||||
activeDifficultyId: mockedUnlockedDifficultyId,
|
||||
progressMap: mockedDifficultyProgressMap,
|
||||
reward,
|
||||
};
|
||||
};
|
||||
|
||||
// 难度页数据源入口:
|
||||
// 页面通过 getTrainingDifficultyModeConfig(modeKey) 获取当前模式完整配置。
|
||||
export const trainingDifficultyModeMap = Object.fromEntries(
|
||||
modeList.map((mode) => [mode.key, createModeConfig(mode)])
|
||||
);
|
||||
|
||||
export const getTrainingDifficultyModeConfig = (modeKey) => {
|
||||
return trainingDifficultyModeMap[modeKey] || trainingDifficultyModeMap.precision;
|
||||
};
|
||||
@@ -9,17 +9,23 @@ const playAudio = (key) => {
|
||||
audioManager.play(key);
|
||||
};
|
||||
|
||||
const onAudioLoaded = (key) => {
|
||||
loaded.value = {
|
||||
...loaded.value,
|
||||
[key]: true,
|
||||
};
|
||||
};
|
||||
|
||||
onMounted(() => {
|
||||
const loadedAudioKeys = uni.getStorageSync("loadedAudioKeys") || {};
|
||||
loaded.value = loadedAudioKeys;
|
||||
|
||||
uni.$on("audioLoaded", (key) => {
|
||||
loaded.value[key] = true;
|
||||
});
|
||||
uni.$on("audioLoaded", onAudioLoaded);
|
||||
void audioManager.initAudios();
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
uni.$off("audioLoaded");
|
||||
uni.$off("audioLoaded", onAudioLoaded);
|
||||
});
|
||||
</script>
|
||||
|
||||
@@ -40,8 +46,10 @@ onBeforeUnmount(() => {
|
||||
</view>
|
||||
<view v-for="key in Object.keys(audioFils)" :key="key">
|
||||
<text>{{ key }}</text>
|
||||
<text v-if="!loaded[key]">未加载</text>
|
||||
<button v-else hover-class="none" @click="playAudio(key)">播放</button>
|
||||
<text>{{ loaded[key] ? "已加载" : "未加载" }}</text>
|
||||
<button hover-class="none" @click="playAudio(key)">
|
||||
{{ loaded[key] ? "播放" : "加载并播放" }}
|
||||
</button>
|
||||
</view>
|
||||
</view>
|
||||
</Container>
|
||||
|
||||
+82
-16
@@ -1,25 +1,70 @@
|
||||
<script setup>
|
||||
import { ref } from "vue";
|
||||
import { computed, ref } from "vue";
|
||||
import { onLoad } from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import Avatar from "@/components/Avatar.vue";
|
||||
import BowTarget from "@/components/BowTarget.vue";
|
||||
import ScorePanel from "@/components/ScorePanel.vue";
|
||||
import { getPractiseAPI } from "@/apis";
|
||||
import ScorePanel2 from "@/components/TrainingScorePanel.vue";
|
||||
import { getPractiseDetailAPI } from "@/apis";
|
||||
import useStore from "@/store";
|
||||
import { storeToRefs } from "pinia";
|
||||
const store = useStore();
|
||||
const { user } = storeToRefs(store);
|
||||
const arrows = ref([]);
|
||||
const isSvip = ref(false);
|
||||
const total = ref(0);
|
||||
const practiseDetail = ref({});
|
||||
const trainingTypeNameMap = Object.freeze({
|
||||
base: "基础训练",
|
||||
endurance: "耐力训练",
|
||||
precision: "精准训练",
|
||||
rhythm: "节奏训练",
|
||||
});
|
||||
|
||||
const trainingType = computed(() =>
|
||||
String(practiseDetail.value.trainingType || "").trim().toLowerCase()
|
||||
);
|
||||
const trainingTypeName = computed(
|
||||
() => trainingTypeNameMap[trainingType.value] || "自由训练"
|
||||
);
|
||||
const targetTypeText = computed(() => {
|
||||
const targetType = Number(practiseDetail.value.targetType);
|
||||
return targetType > 0 ? `${targetType}CM靶` : "";
|
||||
});
|
||||
const difficultyText = computed(() => {
|
||||
const difficultyLevel = Number(practiseDetail.value.difficultyLevel);
|
||||
return Number.isInteger(difficultyLevel) && difficultyLevel > 0
|
||||
? `LV${difficultyLevel}`
|
||||
: "";
|
||||
});
|
||||
const totalRings = computed(() => {
|
||||
const interpretationTotal = Number(
|
||||
practiseDetail.value.interpretation?.totalRings
|
||||
);
|
||||
if (Number.isFinite(interpretationTotal)) return interpretationTotal;
|
||||
return arrows.value.reduce(
|
||||
(total, arrow) => total + (Number(arrow.ring) || 0),
|
||||
0
|
||||
);
|
||||
});
|
||||
|
||||
const normalizeArrow = (arrow = {}) => ({
|
||||
...arrow,
|
||||
ring: Number(arrow.ring) || 0,
|
||||
ringX:
|
||||
arrow.ringX === true ||
|
||||
Number(arrow.ringX) === 1 ||
|
||||
Number(arrow.ifX) === 1,
|
||||
ok: arrow.ok === true || Number(arrow.ok) === 1,
|
||||
});
|
||||
|
||||
onLoad(async (options) => {
|
||||
if (!options.id) return;
|
||||
const result = await getPractiseAPI(options.id || 176);
|
||||
arrows.value = result.details;
|
||||
isSvip.value = result.sVip === true;
|
||||
total.value = result.details.length;
|
||||
const result = (await getPractiseDetailAPI(options.id)) || {};
|
||||
practiseDetail.value = result;
|
||||
arrows.value = Array.isArray(result.details)
|
||||
? result.details.map(normalizeArrow)
|
||||
: [];
|
||||
isSvip.value = result.sVip === true || user.value?.sVip === true;
|
||||
});
|
||||
</script>
|
||||
|
||||
@@ -35,22 +80,29 @@ onLoad(async (options) => {
|
||||
</view>
|
||||
</view>
|
||||
</view> -->
|
||||
<view v-if="practiseDetail.id" class="practice-meta">
|
||||
<text v-if="targetTypeText">{{ targetTypeText }}</text>
|
||||
<text>{{ trainingTypeName }}</text>
|
||||
<text v-if="difficultyText">{{ difficultyText }}</text>
|
||||
</view>
|
||||
<view :style="{ marginBottom: '20px' }">
|
||||
<BowTarget :scores="arrows" :isSvip="isSvip" />
|
||||
<BowTarget
|
||||
:scores="arrows"
|
||||
:isSvip="isSvip"
|
||||
:enableShotEffect="false"
|
||||
/>
|
||||
</view>
|
||||
<view class="desc">
|
||||
<text>{{ arrows.length }}</text>
|
||||
<text>支箭,共</text>
|
||||
<text>{{ arrows.reduce((a, b) => a + b.ring, 0) }}</text>
|
||||
<text>{{ totalRings }}</text>
|
||||
<text>环</text>
|
||||
</view>
|
||||
<ScorePanel
|
||||
:completeEffect="false"
|
||||
:rowCount="total === 12 ? 6 : 9"
|
||||
:total="total"
|
||||
<ScorePanel2
|
||||
:arrows="arrows"
|
||||
:margin="arrows.length === 12 ? 4 : 1"
|
||||
:fontSize="arrows.length === 12 ? 25 : 22"
|
||||
:total="arrows.length"
|
||||
:trainingType="trainingType"
|
||||
recordMode
|
||||
/>
|
||||
</view>
|
||||
</Container>
|
||||
@@ -63,6 +115,20 @@ onLoad(async (options) => {
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
}
|
||||
.practice-meta {
|
||||
width: 100%;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
color: #fff;
|
||||
font-size: 26rpx;
|
||||
font-weight: 600;
|
||||
line-height: 40rpx;
|
||||
padding: 16rpx 0;
|
||||
}
|
||||
.practice-meta > text + text {
|
||||
margin-left: 24rpx;
|
||||
}
|
||||
.header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
|
||||
+22
-3
@@ -15,6 +15,25 @@ const selectedIndex = ref(0);
|
||||
const matchList = ref([]);
|
||||
const battleList = ref([]);
|
||||
const practiseList = ref([]);
|
||||
const trainingTypeNameMap = Object.freeze({
|
||||
base: "基础训练",
|
||||
endurance: "耐力训练",
|
||||
precision: "精准训练",
|
||||
rhythm: "节奏训练",
|
||||
});
|
||||
|
||||
const getTrainingTypeName = (trainingType) => {
|
||||
const normalizedType = String(trainingType || "").trim().toLowerCase();
|
||||
return trainingTypeNameMap[normalizedType] || "自由训练";
|
||||
};
|
||||
|
||||
const formatPractiseTime = (value) => {
|
||||
const normalizedTime = String(value || "").trim();
|
||||
const matchedTime = normalizedTime.match(
|
||||
/^(\d{4}-\d{2}-\d{2})[T\s](\d{2}:\d{2}:\d{2})/
|
||||
);
|
||||
return matchedTime ? `${matchedTime[1]} ${matchedTime[2]}` : normalizedTime;
|
||||
};
|
||||
|
||||
const toMatchDetail = (id) => {
|
||||
uni.navigateTo({
|
||||
@@ -81,7 +100,7 @@ onLoad((options) => {
|
||||
<Container title="我的成长脚印" :scroll="false">
|
||||
<view class="tabs">
|
||||
<view
|
||||
v-for="(rankType, index) in ['排位赛', '好友约战', '个人练习']"
|
||||
v-for="(rankType, index) in ['排位赛', '好友约战', '个人训练']"
|
||||
:key="index"
|
||||
:style="{
|
||||
color: index === selectedIndex ? '#000' : '#fff',
|
||||
@@ -153,8 +172,8 @@ onLoad((options) => {
|
||||
@click="() => getPractiseDetail(item.id)"
|
||||
>
|
||||
<text
|
||||
>{{ item.completed_arrows === 36 ? "耐力挑战" : "单组练习" }}
|
||||
{{ item.createTime }}</text
|
||||
>{{ getTrainingTypeName(item.trainingType) }}
|
||||
{{ formatPractiseTime(item.createTime) }}</text
|
||||
>
|
||||
<image src="../static/back.png" mode="widthFix" />
|
||||
</view>
|
||||
|
||||
@@ -20,7 +20,7 @@ import {
|
||||
MATCH_WS_STATE_EVENT,
|
||||
} from "@/matchWebsocket";
|
||||
import { MESSAGETYPESV2 } from "@/constants";
|
||||
import { getDirectionText } from "@/util";
|
||||
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
|
||||
import { takeMatchReturnSnapshot } from "@/utils/matchReturn";
|
||||
import audioManager, {
|
||||
AUDIO_INTERRUPTION_BEGIN_EVENT,
|
||||
@@ -1136,7 +1136,9 @@ async function runInvalidShotTask(task, runId) {
|
||||
title: "距离不足,无效",
|
||||
icon: "none",
|
||||
});
|
||||
await playAudioKeys("射击无效", { interrupt: false });
|
||||
await playAudioKeys(getInvalidShotAudioKey(task.message?.shootData), {
|
||||
interrupt: false,
|
||||
});
|
||||
notifyMatchAudioAck(task);
|
||||
}
|
||||
|
||||
|
||||
@@ -44,6 +44,10 @@ const props = defineProps({
|
||||
type: Number,
|
||||
default: 0,
|
||||
},
|
||||
highlightRefreshToken: {
|
||||
type: Number,
|
||||
default: 0,
|
||||
},
|
||||
mode: {
|
||||
type: String,
|
||||
default: "solo", // solo 单排,team 双排
|
||||
@@ -530,6 +534,7 @@ onBeforeUnmount(() => {
|
||||
:sectorCount="sectorCount"
|
||||
:activeSector="activeSector"
|
||||
:activeRing="activeRing"
|
||||
:highlightRefreshToken="highlightRefreshToken"
|
||||
:showSectorLabels="showSectorLabels"
|
||||
/>
|
||||
<view v-if="angle !== null" class="arrow-dir" :style="arrowStyle">
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
import { ref, watch, onMounted, onBeforeUnmount, computed } from "vue";
|
||||
import audioManager from "@/audioManager";
|
||||
import { MESSAGETYPESV2 } from "@/constants";
|
||||
import { getDirectionText } from "@/util";
|
||||
import { getDirectionText, getInvalidShotAudioKey } from "@/util";
|
||||
import Avatar from "@/components/Avatar.vue";
|
||||
|
||||
import useStore from "@/store";
|
||||
@@ -241,7 +241,7 @@ async function onReceiveMessage(msg) {
|
||||
title: "距离不足,无效",
|
||||
icon: "none",
|
||||
});
|
||||
audioManager.play("射击无效");
|
||||
audioManager.play(getInvalidShotAudioKey(msg.shootData));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -55,8 +55,13 @@ onBeforeUnmount(() => {
|
||||
async function onReceiveMessage(msg) {
|
||||
if (Array.isArray(msg)) return;
|
||||
if (msg.type === MESSAGETYPESV2.TestDistance) {
|
||||
distance.value = Number((msg.shootData.distance / 100).toFixed(2));
|
||||
if (distance.value >= 5) audioManager.play("距离合格");
|
||||
const rawDistance = Number(msg.shootData?.distance);
|
||||
distance.value = Number.isFinite(rawDistance)
|
||||
? Number((rawDistance / 100).toFixed(2))
|
||||
: 0;
|
||||
if (rawDistance === 0) {
|
||||
audioManager.play("未发现靶纸,请瞄准靶纸射箭");
|
||||
} else if (distance.value >= 5) audioManager.play("距离合格");
|
||||
else audioManager.play("距离不足");
|
||||
}
|
||||
}
|
||||
@@ -94,7 +99,7 @@ onBeforeUnmount(() => {
|
||||
模拟射箭
|
||||
</button>
|
||||
<view class="warnning-text">
|
||||
<view class="target-tip">当前靶子为<text class="text-yellow">{{ targetType }}cm</text>全环靶,请更换靶子</view>
|
||||
<view class="target-tip">当前靶纸为<text class="text-yellow">{{ targetType }}cm</text>全环靶</view>
|
||||
<block v-if="distance > 0">
|
||||
<text>当前距离<text class="text-yellow">{{ distance }}</text>米</text>
|
||||
<text v-if="distance >= 5">已达到距离要求</text>
|
||||
|
||||
@@ -107,30 +107,27 @@ const createDifficultySummary = (item = {}) => {
|
||||
const timeLimit = toNumber(item.time_limit);
|
||||
const hitReq = toNumber(item.hit_req);
|
||||
const totalReq = toNumber(item.total_req);
|
||||
const blocks = toNumber(item.blocks);
|
||||
const promoteCnt = toNumber(item.promote_cnt);
|
||||
const timeText = timeLimit > 0 ? `${timeLimit}秒内完成` : "不限时完成";
|
||||
const shootingTimeText =
|
||||
timeLimit > 0 ? `在${timeLimit}秒内进行射箭` : "不限时进行射箭";
|
||||
const enduranceTimeText =
|
||||
timeLimit > 0
|
||||
? `在${timeLimit}秒内完成${arrows}箭`
|
||||
: `不限时完成${arrows}箭`;
|
||||
const promoteText = promoteCnt > 0 ? `完成${promoteCnt}次晋级` : "";
|
||||
|
||||
const summaryMap = {
|
||||
base: [
|
||||
desc || (hitReq > 0 ? `每箭命中${hitReq}环以上` : "上靶即可"),
|
||||
[`${arrows}箭`, promoteText].filter(Boolean).join(" · "),
|
||||
shootingTimeText,
|
||||
`需要有${arrows}箭命中${hitReq}环内`,
|
||||
],
|
||||
endurance: [
|
||||
desc || `${timeText}${arrows}箭`,
|
||||
[`累计${totalReq}环`, promoteText].filter(Boolean).join(" · "),
|
||||
enduranceTimeText,
|
||||
`且累计环数大于${totalReq}环`,
|
||||
],
|
||||
precision: [
|
||||
desc || `命中${blocks}个指定区域`,
|
||||
[
|
||||
`${arrows}箭`,
|
||||
timeText,
|
||||
getDifficultyModeText(item.mode),
|
||||
promoteText,
|
||||
]
|
||||
.filter(Boolean)
|
||||
.join(" · "),
|
||||
shootingTimeText,
|
||||
`需要有${arrows}箭命中高亮区域`,
|
||||
],
|
||||
rhythm: [
|
||||
desc || `间隔${timeLimit}秒射击`,
|
||||
|
||||
@@ -64,8 +64,8 @@ const createDefaultTrainingData = () => ({
|
||||
stats: {
|
||||
total_training_days: 0,
|
||||
total_arrows: 0,
|
||||
hit_rate: 0,
|
||||
endurance_shoot_speed: 0,
|
||||
target_rate: 0,
|
||||
ten_ring_count: 0,
|
||||
total_calories: 0,
|
||||
},
|
||||
beat_percent: 0,
|
||||
@@ -286,8 +286,8 @@ const loadPersonalTrainingData = async () => {
|
||||
stats: {
|
||||
total_training_days: result?.stats?.total_training_days ?? 0,
|
||||
total_arrows: result?.stats?.total_arrows ?? 0,
|
||||
hit_rate: result?.stats?.hit_rate ?? 0,
|
||||
endurance_shoot_speed: result?.stats?.endurance_shoot_speed ?? 0,
|
||||
target_rate: result?.stats?.target_rate ?? 0,
|
||||
ten_ring_count: result?.stats?.ten_ring_count ?? 0,
|
||||
total_calories: result?.stats?.total_calories ?? 0,
|
||||
},
|
||||
beat_percent: result?.beat_percent ?? 0,
|
||||
@@ -431,26 +431,26 @@ onShow(async () => {
|
||||
<view class="stats-value-row">
|
||||
<view class="stats-value-group">
|
||||
<text class="stats-value">
|
||||
{{ formatValue(trainingData.stats.hit_rate) }}
|
||||
{{ formatValue(trainingData.stats.target_rate) }}
|
||||
</text>
|
||||
<text class="stats-unit">%</text>
|
||||
<view class="stats-value-decoration"></view>
|
||||
</view>
|
||||
</view>
|
||||
<text class="stats-label">命中率</text>
|
||||
<text class="stats-label">上靶率</text>
|
||||
</view>
|
||||
|
||||
<view class="stats-item">
|
||||
<view class="stats-value-row">
|
||||
<view class="stats-value-group">
|
||||
<text class="stats-value">
|
||||
{{ formatValue(trainingData.stats.endurance_shoot_speed, 0) }}
|
||||
{{ formatValue(trainingData.stats.ten_ring_count, 0) }}
|
||||
</text>
|
||||
<text class="stats-unit">支/分钟</text>
|
||||
<text class="stats-unit">支</text>
|
||||
<view class="stats-value-decoration"></view>
|
||||
</view>
|
||||
</view>
|
||||
<text class="stats-label">耐力射击</text>
|
||||
<text class="stats-label">10环数</text>
|
||||
</view>
|
||||
|
||||
<view class="stats-item">
|
||||
|
||||
@@ -4,7 +4,7 @@ import { onHide, onLoad, onShow, onUnload } from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import ShootProgress from "./components/ShootProgress.vue";
|
||||
import BowTarget from "./components/BowTarget.vue";
|
||||
import ScorePanel2 from "./components/ScorePanel2.vue";
|
||||
import ScorePanel2 from "@/components/TrainingScorePanel.vue";
|
||||
import ScoreResult from "./components/ScoreResult.vue";
|
||||
import Avatar from "@/components/Avatar.vue";
|
||||
import BowPower from "@/components/BowPower.vue";
|
||||
@@ -48,6 +48,8 @@ const pageStage = ref(pageStages.LOADING);
|
||||
const scores = ref([]);
|
||||
// 只在实时 ShootResult 新增一箭时递增,避免同步快照重播飞箭特效。
|
||||
const shotEffectToken = ref(0);
|
||||
// 可见区域每次正式提交都递增,同一区域连续刷新也能触发动效。
|
||||
const precisionTargetRefreshToken = ref(0);
|
||||
const defaultTotal = 12;
|
||||
const defaultTargetType = 1;
|
||||
const total = ref(defaultTotal);
|
||||
@@ -253,17 +255,23 @@ const trainingCopy = computed(() => {
|
||||
practiceInfo.value.hitReq,
|
||||
trainingParams.value.hitReq
|
||||
);
|
||||
const arrowsLeft = getPracticeNumber(
|
||||
practiceInfo.value.arrowsLeft,
|
||||
total.value
|
||||
const targetArrows = getPositiveInteger(total.value);
|
||||
const arrowsLeft = Math.min(
|
||||
targetArrows,
|
||||
Math.max(
|
||||
0,
|
||||
getPracticeNumber(practiceInfo.value.arrowsLeft, targetArrows)
|
||||
)
|
||||
);
|
||||
const completedArrows = targetArrows - arrowsLeft;
|
||||
|
||||
return {
|
||||
title: `每箭命中${hitReq}环之上`,
|
||||
inline: true,
|
||||
details: [
|
||||
{ text: "剩余" },
|
||||
{ text: arrowsLeft, highlight: true },
|
||||
{ text: "箭达到条件" },
|
||||
{ text: "计时结束前需要有" },
|
||||
{ text: `(${completedArrows}/${targetArrows})`, highlight: true },
|
||||
{ text: "箭命中" },
|
||||
{ text: `${hitReq}环`, highlight: true },
|
||||
],
|
||||
};
|
||||
}
|
||||
@@ -281,35 +289,33 @@ const trainingCopy = computed(() => {
|
||||
const currentRings = getPracticeNumber(practiceInfo.value.currentRings);
|
||||
|
||||
return {
|
||||
title: `完成${targetArrows}箭并累计${targetRings}环`,
|
||||
inline: true,
|
||||
details: [
|
||||
{ text: "已完成" },
|
||||
{ text: currentArrows, highlight: true },
|
||||
{ text: "箭,累计" },
|
||||
{ text: currentRings, highlight: true },
|
||||
{ text: "计时结束前完成" },
|
||||
{ text: `(${currentArrows}/${targetArrows})`, highlight: true },
|
||||
{ text: "箭且累计命中" },
|
||||
{ text: `(${currentRings}/${targetRings})`, highlight: true },
|
||||
{ text: "环" },
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
if (trainingType.value === "precision") {
|
||||
const block = precisionRandomBlock.value;
|
||||
const ring = precisionRandomRingArea.value;
|
||||
const arrowsLeft = getPracticeNumber(
|
||||
practiceInfo.value.arrowsLeft,
|
||||
total.value
|
||||
const targetArrows = getPositiveInteger(total.value);
|
||||
const arrowsLeft = Math.min(
|
||||
targetArrows,
|
||||
Math.max(
|
||||
0,
|
||||
getPracticeNumber(practiceInfo.value.arrowsLeft, targetArrows)
|
||||
)
|
||||
);
|
||||
const title = block
|
||||
? ring
|
||||
? `请命中区域${block}的${ring}环`
|
||||
: `请命中区域${block}`
|
||||
: "等待目标区域";
|
||||
const completedArrows = targetArrows - arrowsLeft;
|
||||
|
||||
return {
|
||||
title,
|
||||
inline: true,
|
||||
details: [
|
||||
{ text: "剩余" },
|
||||
{ text: arrowsLeft, highlight: true },
|
||||
{ text: "射箭命中高亮区域需完成" },
|
||||
{ text: `(${completedArrows}/${targetArrows})`, highlight: true },
|
||||
{ text: "箭" },
|
||||
],
|
||||
};
|
||||
@@ -563,7 +569,10 @@ const commitPrecisionTargetAfterPresentation = async ({
|
||||
) {
|
||||
return;
|
||||
}
|
||||
visiblePrecisionTarget.value = target;
|
||||
applyVisiblePrecisionTarget(target);
|
||||
if (precisionRandomBlock.value > 0) {
|
||||
precisionTargetRefreshToken.value += 1;
|
||||
}
|
||||
};
|
||||
|
||||
const createPracticeEndSnapshot = (message = {}) => {
|
||||
@@ -1329,6 +1338,7 @@ onBeforeUnmount(() => {
|
||||
:sectorCount="precisionBlocks"
|
||||
:activeSector="precisionRandomBlock"
|
||||
:activeRing="precisionRandomRingArea"
|
||||
:highlightRefreshToken="precisionTargetRefreshToken"
|
||||
:showSectorLabels="precisionBlocks > 0"
|
||||
stable-shot-effect
|
||||
@shot-effect-complete="onShotEffectComplete"
|
||||
@@ -1349,7 +1359,7 @@ onBeforeUnmount(() => {
|
||||
重置高亮
|
||||
</button>
|
||||
</view> -->
|
||||
<view class="sound-text-box">
|
||||
<view class="sound-row">
|
||||
<button class="sound-btn" hover-class="none" @click="updateSound">
|
||||
<image
|
||||
class="sound-icon"
|
||||
@@ -1357,6 +1367,8 @@ onBeforeUnmount(() => {
|
||||
mode="aspectFit"
|
||||
/>
|
||||
</button>
|
||||
</view>
|
||||
<view class="sound-text-box">
|
||||
<view class="bat-text-big-box">
|
||||
<image
|
||||
class="dao-icon"
|
||||
@@ -1366,14 +1378,23 @@ onBeforeUnmount(() => {
|
||||
<view v-if="trainingCopy" class="bat-text-box">
|
||||
<view class="bat-text-small-box">
|
||||
<view class="text-round-box">
|
||||
<view class="text1">{{ trainingCopy.title }}</view>
|
||||
<view class="text2">
|
||||
<view v-if="trainingCopy.inline" class="training-copy-inline">
|
||||
<text
|
||||
v-for="(part, index) in trainingCopy.details"
|
||||
:key="index"
|
||||
:class="{ 'text2-yellow': part.highlight }"
|
||||
>{{ part.text }}</text>
|
||||
</view>
|
||||
<view v-else>
|
||||
<view class="text1">{{ trainingCopy.title }}</view>
|
||||
<view class="text2">
|
||||
<text
|
||||
v-for="(part, index) in trainingCopy.details"
|
||||
:key="index"
|
||||
:class="{ 'text2-yellow': part.highlight }"
|
||||
>{{ part.text }}</text>
|
||||
</view>
|
||||
</view>
|
||||
</view>
|
||||
</view>
|
||||
</view>
|
||||
@@ -1386,7 +1407,11 @@ onBeforeUnmount(() => {
|
||||
:enhanced="true"
|
||||
:show-scrollbar="false"
|
||||
>
|
||||
<ScorePanel2 :arrows="scores" :total="total" />
|
||||
<ScorePanel2
|
||||
:arrows="scores"
|
||||
:total="total"
|
||||
:trainingType="trainingType"
|
||||
/>
|
||||
</scroll-view>
|
||||
</view>
|
||||
<ScoreResult
|
||||
@@ -1494,6 +1519,12 @@ onBeforeUnmount(() => {
|
||||
margin-left: 16rpx;
|
||||
}
|
||||
|
||||
.sound-row {
|
||||
height: 70rpx;
|
||||
padding: 0 56rpx;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
}
|
||||
.sound-text-box{
|
||||
height: 125rpx;
|
||||
padding: 0 56rpx;
|
||||
@@ -1503,6 +1534,9 @@ onBeforeUnmount(() => {
|
||||
.sound-btn {
|
||||
width: 76rpx;
|
||||
height: 70rpx;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
background: transparent;
|
||||
border: none;
|
||||
}
|
||||
|
||||
@@ -1515,7 +1549,7 @@ onBeforeUnmount(() => {
|
||||
height: 70rpx;
|
||||
}
|
||||
.bat-text-big-box{
|
||||
flex: 1;
|
||||
width: 100%;
|
||||
position: relative;
|
||||
}
|
||||
.dao-icon{
|
||||
@@ -1530,11 +1564,13 @@ onBeforeUnmount(() => {
|
||||
}
|
||||
.bat-text-box{
|
||||
display: flex;
|
||||
width: 100%;
|
||||
}
|
||||
.bat-text-small-box{
|
||||
background: rgba(0, 0, 0, 0.5);
|
||||
width: auto;
|
||||
width: 100%;
|
||||
min-width: 100rpx;
|
||||
box-sizing: border-box;
|
||||
border-radius: 16rpx 60rpx 60rpx 16rpx;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
@@ -1545,6 +1581,15 @@ onBeforeUnmount(() => {
|
||||
font-size: 30rpx;
|
||||
color: #E7BA80;
|
||||
}
|
||||
.training-copy-inline {
|
||||
width: 100%;
|
||||
color: #FFFFFF;
|
||||
font-size: 26rpx;
|
||||
font-weight: 400;
|
||||
line-height: 40rpx;
|
||||
white-space: normal;
|
||||
word-break: break-all;
|
||||
}
|
||||
.text1{
|
||||
font-size: 30rpx;
|
||||
font-weight: 400;
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 22 KiB |
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|
Before Width: | Height: | Size: 28 KiB After Width: | Height: | Size: 27 KiB |
+12
@@ -329,6 +329,18 @@ export const getDirectionText = (angle = 0) => {
|
||||
}
|
||||
};
|
||||
|
||||
// 正式射箭阶段的距离单位为厘米,按距离异常类型选择对应语音。
|
||||
export const getInvalidShotAudioKey = (shootData) => {
|
||||
if (!shootData || typeof shootData !== "object") return "射击无效";
|
||||
// protobuf 会省略值为 0 的标量字段;消息体存在且距离缺失时按 0 处理。
|
||||
const rawDistance = Number(shootData.distance ?? shootData.dst ?? 0);
|
||||
if (!Number.isFinite(rawDistance)) return "射击无效";
|
||||
if (rawDistance < 0) return "射箭无效,靶纸错误";
|
||||
if (rawDistance === 0) return "射箭无效,未识别到靶纸";
|
||||
if (rawDistance / 100 < 5) return "射箭无效,距离不足";
|
||||
return "射击无效";
|
||||
};
|
||||
|
||||
export const wxLogin = () => {
|
||||
return new Promise((resolve, reject) => {
|
||||
uni.login({
|
||||
|
||||
Vendored
+1
-1
File diff suppressed because one or more lines are too long
@@ -7,8 +7,8 @@ const { Reader, Writer } = protobuf;
|
||||
// 所以这里使用 minimal Reader/Writer 做静态字段解码和客户端消息编码。
|
||||
// <match-schema-generated>
|
||||
// 此区块由 scripts/generate-match-schema.mjs 自动生成,请勿手动修改。
|
||||
// 来源:src/utils/match.min.js(sha256: b4f272aad40fb951)
|
||||
// 协议命名空间:rpc;消息数:12;字段数:137
|
||||
// 来源:src/utils/match.min.js(sha256: 150812589c2e6f7a)
|
||||
// 协议命名空间:rpc;消息数:12;字段数:151
|
||||
|
||||
export const ServerMessageType = {
|
||||
SERVER_MSG_UNKNOWN: 0,
|
||||
@@ -50,6 +50,7 @@ const SCHEMAS = {
|
||||
7: { name: "angle", kind: "float" },
|
||||
8: { name: "distance", kind: "float" },
|
||||
9: { name: "three_consecutive_10_rings", kind: "bool" },
|
||||
10: { name: "ok", kind: "bool" },
|
||||
},
|
||||
MatchShootList: {
|
||||
1: { name: "items", kind: "message", type: "MatchShoot", repeated: true },
|
||||
@@ -101,6 +102,9 @@ const SCHEMAS = {
|
||||
13: { name: "s_vip", kind: "bool" },
|
||||
14: { name: "vip", kind: "bool" },
|
||||
15: { name: "player_match_result", kind: "message", type: "PlayerMatchResult" },
|
||||
16: { name: "rank_lvl", kind: "int32" },
|
||||
17: { name: "rank_name", kind: "string" },
|
||||
18: { name: "rank_icon", kind: "string" },
|
||||
},
|
||||
TeamInfo: {
|
||||
1: { name: "players", kind: "message", type: "PlayerFull", repeated: true },
|
||||
@@ -180,6 +184,16 @@ const SCHEMAS = {
|
||||
41: { name: "level", kind: "int32" },
|
||||
42: { name: "upgrade_exp", kind: "int32" },
|
||||
43: { name: "calories", kind: "double" },
|
||||
44: { name: "score_slot", kind: "int32" },
|
||||
45: { name: "current_energy", kind: "int32" },
|
||||
46: { name: "energy_cost_per_sec", kind: "int32" },
|
||||
47: { name: "energy_per_hit", kind: "int32" },
|
||||
48: { name: "energy_req_percent", kind: "int32" },
|
||||
49: { name: "delta_current_energy", kind: "int32" },
|
||||
50: { name: "round_time", kind: "int32" },
|
||||
51: { name: "shoot_window_start", kind: "int64" },
|
||||
52: { name: "in_shoot_window", kind: "bool" },
|
||||
53: { name: "shoot_time", kind: "int32" },
|
||||
},
|
||||
MatchInfo: {
|
||||
1: { name: "match_id", kind: "string" },
|
||||
|
||||
Reference in New Issue
Block a user