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doc.md
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doc.md
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# 微信小程序多人协作分支管理规范
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## 一、分支结构
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```
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main (主分支/生产环境)
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└── test (测试分支)
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└── feature/xxx (个人开发分支)
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```
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| 分支 | 用途 | 稳定性 |
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|------|------|--------|
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| main | 生产环境代码 | 最高,仅接受测试通过的代码合并 |
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| test | 测试环境,用于体验版发布 | 中,需验证后合并到 main |
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| feature/xxx | 个人开发分支 | 低,按需命名,如 `feature/user-center` |
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---
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## 二、开发流程
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### 1. 开始开发
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```bash
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# 确保本地 main 最新
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git checkout main
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git pull origin main
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# 从 main 创建自己的开发分支
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git checkout -b feature/your-name-work
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```
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### 2. 开发阶段
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- 在个人分支上开发功能
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- 频繁提交,保持原子性提交
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- 定期 `git pull origin main` 同步主线变更,避免合并冲突累积
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```bash
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git add .
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git commit -m "feat: 完成xxx功能"
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```
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### 3. 合并到 test 分支
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```bash
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# 切换到 test
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git checkout test
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git pull origin test
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# 合并个人分支
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git merge feature/your-name-work
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# 推送 test 分支
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git push origin test
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```
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### 4. 打包上传体验版
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```bash
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# 执行打包
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npm run build
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```
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打包完成后:
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1. 打开 **微信开发者工具**
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2. 导入项目,选择 `dist/build/mp-weixin` 目录
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3. 在开发者工具中点击 **上传**
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4. 登录 [微信公众平台](https://mp.weixin.qq.com)
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5. 进入 **管理->版本管理**
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6. 找到刚上传的版本,点击 **选为体验版**
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---
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## 三、合并到 main 分支
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当 test 分支验证通过后,将其合并到 main:
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```bash
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git checkout main
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git pull origin main
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git merge origin/test
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git push origin main
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```
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---
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## 四、冲突处理
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合并时如有冲突,在个人分支解决后再合并:
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```bash
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git checkout feature/your-name-work
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git merge main
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# 解决冲突后
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git add .
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git commit -m "merge: 解决与main的冲突"
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git push origin feature/your-name-work
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# 重新合并到 test
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git checkout test
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git merge feature/your-name-work
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git push origin test
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```
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---
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## 五、注意事项
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1. **禁止直接向 main 和 test 分支提交代码**,必须通过合并
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2. **每次合并前先拉取最新代码**,避免覆盖他人改动
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3. **体验版发布前确认代码已提交**,避免遗漏
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4. **开发分支命名建议**:`feature/姓名-功能名`,如 `feature/zhangsan-login`
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5. **删除已合并的开发分支**:`git branch -d feature/your-name-work`
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@@ -6,7 +6,7 @@ import Avatar from "@/components/Avatar.vue";
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import useStore from "@/store";
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import { storeToRefs } from "pinia";
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const store = useStore();
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const { user } = storeToRefs(store);
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const { user, game } = storeToRefs(store);
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const currentPage = computed(() => {
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const pages = getCurrentPages();
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@@ -59,8 +59,6 @@ const loading = ref(false);
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const pointBook = ref(null);
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const showProgress = ref(false);
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const heat = ref(0);
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/** 当前对战房间的房号,由 battle-room 页面通过 uni.$emit 传入 */
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const battleRoomNumber = ref("");
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const updateLoading = (value) => {
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loading.value = value;
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@@ -70,14 +68,6 @@ const updateHot = (value) => {
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heat.value = value;
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};
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/**
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* 接收 battle-room 页面发出的房间信息,更新房号展示
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* @param {{ roomNumber: string }} info
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*/
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const updateBattleRoomInfo = (info) => {
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battleRoomNumber.value = info.roomNumber || "";
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};
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onMounted(() => {
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const pages = getCurrentPages();
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const currentPage = pages[pages.length - 1];
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@@ -94,11 +84,9 @@ onMounted(() => {
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showProgress.value = true;
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}
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uni.$on("update-hot", updateHot);
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uni.$on("battle-room-info", updateBattleRoomInfo);
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});
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onBeforeUnmount(() => {
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uni.$off("update-hot", updateHot);
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uni.$off("battle-room-info", updateBattleRoomInfo);
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});
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</script>
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@@ -185,14 +173,14 @@ onBeforeUnmount(() => {
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<view v-if="showProgress" class="battle-progress">
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<HeaderProgress />
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</view>
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<!-- 对战房间:整个胶囊为分享按钮,点击任意区域均可触发分享 -->
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<!-- 对战房间:整个胶囊为分享按钮,房号从 Store 读取 -->
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<button
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v-if="currentPage === 'pages/battle-room' && battleRoomNumber"
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v-if="currentPage === 'pages/battle-room' && game.roomNumber"
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open-type="share"
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hover-class="none"
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class="battle-room-number"
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>
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<text class="battle-room-number__text">房号: {{ battleRoomNumber }}</text>
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<text class="battle-room-number__text">房号: {{ game.roomNumber }}</text>
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<image src="../static/share2.png" mode="widthFix" class="battle-room-number__icon" />
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</button>
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</view>
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@@ -139,7 +139,7 @@ async function onReceiveMessage(msg) {
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halfTime.value = false;
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audioManager.play("比赛开始");
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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audioManager.play("比赛结束");
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audioManager.play("比赛结束", false);
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} else if (msg.type === MESSAGETYPESV2.ShootResult) {
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let arrow = {};
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if (msg.details && Array.isArray(msg.details)) {
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@@ -47,6 +47,10 @@ const allReady = ref(false);
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const timer = ref(null);
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const goBattle = ref(false);
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/**
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* 从服务端刷新当前房间数据,更新成员列表、准备状态等信息
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* 仅在 roomNumber 有效且房间未开始时执行
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*/
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async function refreshRoomData() {
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if (!roomNumber.value) return;
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const result = await getRoomAPI(roomNumber.value);
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@@ -109,9 +113,6 @@ async function refreshRoomData() {
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}
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if (timer.value) clearInterval(timer.value);
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// timer.value = setTimeout(refreshRoomData, 2000);
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// 通知 Header 组件更新房号展示
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uni.$emit("battle-room-info", { roomNumber: roomNumber.value });
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}
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const startGame = async () => {
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@@ -248,19 +249,32 @@ onShareAppMessage(() => {
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};
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});
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/**
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* onShow 生命周期:页面显示时刷新房间数据
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* 注:uni-app 中 onShow 可能早于 onLoad 执行,此时 roomNumber 尚未赋值,
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* refreshRoomData 会提前 return。
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*/
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onShow(() => {
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goBattle.value = false;
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refreshRoomData();
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});
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/**
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* 页面加载时解析路由参数,初始化房间号
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* - 存入本地 ref(供页面内部逻辑使用)
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* - 同步到 Pinia Store(供 Header 组件展示房号胶囊)
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*/
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onLoad(async (options) => {
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if (options.roomNumber) {
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roomNumber.value = options.roomNumber;
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// 立即通知 Header 显示房号,无需等待异步 API 返回
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uni.$emit("battle-room-info", { roomNumber: options.roomNumber });
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store.updateRoomNumber(options.roomNumber);
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}
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});
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/**
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* 组件挂载后:保持屏幕常亮、注册 WebSocket 消息监听
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* 房间号已通过 onLoad 同步到 Store,Header 从 Store 直接读取,无需额外通知
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*/
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onMounted(() => {
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uni.setKeepScreenOn({
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keepScreenOn: true,
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@@ -59,7 +59,7 @@ async function onReceiveMessage(msg) {
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if (msg.type === MESSAGETYPESV2.ShootResult) {
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scores.value = msg.details;
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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setTimeout(onOver, 1500);
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// setTimeout(onOver, 1500);
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}
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}
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@@ -84,6 +84,12 @@ const onClickShare = debounce(async () => {
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await wxShare("shareCanvas");
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});
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function onAudioEnded(s) {
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if (s.indexOf("比赛结束") >= 0) {
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onOver()
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}
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}
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onMounted(async () => {
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// audioManager.play("第一轮");
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uni.setKeepScreenOn({
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@@ -91,6 +97,7 @@ onMounted(async () => {
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});
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uni.$on("socket-inbox", onReceiveMessage);
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uni.$on("share-image", onClickShare);
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uni.$on("audioEnded", onAudioEnded);
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const result = await createPractiseAPI(total, 120, targetType.value);
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if (result) practiseId.value = result.id;
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});
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@@ -101,6 +108,7 @@ onBeforeUnmount(() => {
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});
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uni.$off("socket-inbox", onReceiveMessage);
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uni.$off("share-image", onClickShare);
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uni.$off("audioEnded", onAudioEnded);
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audioManager.stopAll();
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endPractiseAPI();
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});
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@@ -79,6 +79,7 @@ export default defineStore("store", {
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game: {
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roomID: "",
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inBattle: false,
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roomNumber: "", // 当前房间号,供 Header 展示房号胶囊
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},
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}),
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@@ -135,6 +136,10 @@ export default defineStore("store", {
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this.game.roomID = roomID;
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this.game.inBattle = inBattle;
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},
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/** 更新当前房间号,供 Header 组件展示房号胶囊 */
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updateRoomNumber(number) {
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this.game.roomNumber = number;
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},
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},
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// 开启数据持久化
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Reference in New Issue
Block a user