update:新增房间重连逻辑,优化tententen语音,修复mvp斩获环
This commit is contained in:
@@ -52,8 +52,6 @@ const readyTime = ref(DEFAULT_READY_TIME);
|
||||
let halfRestTimer = null;
|
||||
/** 控制设备离线提示弹窗的显示状态 */
|
||||
const showOfflineModal = ref(false);
|
||||
/** 记录每位玩家当前半场连续 10 环及以上次数,key 为 playerId,用于触发 tententen 音效 */
|
||||
const xRingStreaks = ref({});
|
||||
let battleEnded = false;
|
||||
let skipNextRestoreOnShow = false;
|
||||
let restoreGeneration = 0;
|
||||
@@ -399,32 +397,6 @@ onLoad(async (options) => {
|
||||
// });
|
||||
});
|
||||
|
||||
/**
|
||||
* 检测指定玩家连续 10 环及以上是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
|
||||
* @param {number|string} playerId - 本次射手的 ID(大乱斗中 ShootResult 保留 playerId)
|
||||
* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
|
||||
*/
|
||||
function isTenPlusRing(shot) {
|
||||
return !!(shot?.ringX || Number(shot?.ring) >= 10);
|
||||
}
|
||||
|
||||
function checkAndPlayTententen(playerId, isTenPlusRingShot) {
|
||||
if (!playerId) return;
|
||||
const id = parseInt(playerId);
|
||||
if (isTenPlusRingShot) {
|
||||
xRingStreaks.value[id] = (xRingStreaks.value[id] || 0) + 1;
|
||||
// 同一玩家连续 3 箭均为 10 环及以上,追加到环数音效队列尾部播放
|
||||
if (xRingStreaks.value[id] >= 3) {
|
||||
xRingStreaks.value[id] = 0;
|
||||
// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
|
||||
nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
} else {
|
||||
// 低于 10 环或未上靶则重置该玩家的连续计数
|
||||
xRingStreaks.value[id] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
async function onReceiveMessage(msg) {
|
||||
if (Array.isArray(msg)) return;
|
||||
if (msg.type === MESSAGETYPESV2.AboutToStart) {
|
||||
@@ -433,28 +405,10 @@ async function onReceiveMessage(msg) {
|
||||
leaveHalfRest();
|
||||
recoverData(msg);
|
||||
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
// 更新前快照各玩家本轮已射箭数,用于事后识别本次射手
|
||||
const curRound = playersScores.value[playersScores.value.length - 1] || {};
|
||||
const prevCounts = {};
|
||||
for (const pid of Object.keys(curRound)) {
|
||||
prevCounts[pid] = (curRound[pid] || []).length;
|
||||
}
|
||||
recoverData(msg);
|
||||
// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
|
||||
const newRound = playersScores.value[playersScores.value.length - 1] || {};
|
||||
let shooterId = null;
|
||||
let isTenPlusRingShot = false;
|
||||
for (const pid of Object.keys(newRound)) {
|
||||
const newLen = (newRound[pid] || []).length;
|
||||
if (newLen > (prevCounts[pid] || 0)) {
|
||||
shooterId = parseInt(pid);
|
||||
const shot = newRound[pid][newLen - 1];
|
||||
isTenPlusRingShot = isTenPlusRing(shot);
|
||||
break;
|
||||
}
|
||||
if (msg.shootData?.threeConsecutive10Rings === true) {
|
||||
nextTick(() => audioManager.play("tententen", false));
|
||||
}
|
||||
// 检测同一玩家连续三箭 10 环及以上,触发 tententen 音效
|
||||
checkAndPlayTententen(shooterId, isTenPlusRingShot);
|
||||
} else if (msg.type === MESSAGETYPESV2.HalfRest) {
|
||||
halfTimeTip.value = true;
|
||||
halfRest.value = true;
|
||||
|
||||
Reference in New Issue
Block a user