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shoot-miniprograms/src/components/ShootProgress2.vue

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<script setup>
import {ref, watch, onMounted, onBeforeUnmount} from "vue";
import {RoundGoldImages} from "@/constants";
const props = defineProps({
tips: {
type: String,
default: "",
},
total: {
type: Number,
default: 15,
},
currentRound: {
type: String,
default: "round1",
},
});
const barColor = ref("");
const remain = ref(15);
const timer = ref(null);
const loading = ref(false);
const transitionStyle = ref("all 1s linear");
const currentTeam = ref(null);
const updateRemain = (value) => {
if (value.stop) {
if (timer.value) clearInterval(timer.value);
return
}
// zeroThenResetToSomeoneShoot 到达时,若进度条仍在倒计时则先瞬间清零(约 150ms 停留)再显示下一玩家满值
// 若进度条已到 0loading 状态),直接切换满值
if (value.zeroThenReset) {
if (timer.value) clearInterval(timer.value);
const wasNonZero = remain.value > 0;
// 更新下一玩家颜色和方向(在清零和满值时均生效)
currentTeam.value = value.team;
if (value.team === 'red') barColor.value = "linear-gradient( 180deg, #FFA0A0 0%, #FF6060 100%)";
if (value.team === 'blue') barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
transitionStyle.value = "none";
if (wasNonZero) {
// 瞬间清零,停留约 150ms 后切换为满值
remain.value = 0;
loading.value = true;
setTimeout(() => {
remain.value = value.value;
loading.value = false;
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
}, 150);
} else {
// 已在底部,直接切换满值
remain.value = value.value;
loading.value = false;
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
}
return;
}
loading.value = false;
currentTeam.value = value.team
if (value.team === 'red')
barColor.value = "linear-gradient( 180deg, #FFA0A0 0%, #FF6060 100%)";
if (value.team === 'blue')
barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
if (value.reset) {
// 重置前先清除旧计时器,防止超时未射箭时旧 interval 残留,导致进度条震荡
if (timer.value) clearInterval(timer.value);
// 重置时瞬间跳满格,禁用 CSS 过渡避免从旧值「涨到满」的动画
transitionStyle.value = "none";
remain.value = value.value;
setTimeout(() => {
transitionStyle.value = "all 1s linear";
}, 50);
return;
}
const newVal = Math.round(value.value);
// 如果剩余时间增加(如轮次切换重置),瞬间变化无动画;否则保持动画
if (newVal >= remain.value) {
transitionStyle.value = "none";
remain.value = newVal;
setTimeout(() => {
transitionStyle.value = "all 1s linear";
}, 50);
} else {
remain.value = newVal;
}
// 启动前先清除旧计时器,防止多次 {stop:false} 事件叠加多个 interval
if (timer.value) clearInterval(timer.value);
timer.value = setInterval(() => {
loading.value = remain.value === 0;
if (remain.value > 0) remain.value--;
}, 1000);
};
watch(
() => props.tips,
(newVal) => {
},
{
immediate: true,
}
);
onMounted(() => {
uni.$on("update-remain", updateRemain);
});
onBeforeUnmount(() => {
uni.$off("update-remain", updateRemain);
if (timer.value) clearInterval(timer.value);
});
</script>
<template>
<view class="container">
<image :src="RoundGoldImages[props.currentRound]" mode="widthFix"/>
<view
:style="{
justifyContent: currentTeam==='red' ? 'flex-end' : 'flex-start',
}"
>
<view
:style="{
width: `${(remain / total) * 100}%`,
background: barColor,
right: currentTeam==='red' ? 0 : 'unset',
transition: transitionStyle,
}"
/>
<text v-if="!loading">剩余{{ remain }}</text>
<text v-else>···</text>
</view>
</view>
</template>
<style scoped>
.container {
width: 50vw;
display: flex;
flex-direction: column;
align-items: center;
}
.container > image {
width: 380rpx;
height: 80rpx;
transform: translateY(18rpx);
}
.container > view:last-child {
width: 100%;
text-align: center;
background-color: #444444;
border-radius: 20px;
height: 24rpx;
position: relative;
overflow: hidden;
display: flex;
align-items: center;
}
.container > view:last-child > view {
height: 24rpx;
border-radius: 15px;
}
.container > view:last-child > text {
font-size: 18rpx;
color: #fff;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
</style>