159 lines
4.7 KiB
Vue
159 lines
4.7 KiB
Vue
<script setup>
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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 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 tips = ref("");
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const melee = ref(false);
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const timer = ref(null);
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const sound = ref(true);
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const currentRound = ref(0);
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const currentRoundEnded = ref(false);
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const ended = ref(false);
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const halfTime = ref(false);
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const currentShot = ref(0);
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const totalShot = ref(0);
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watch(
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() => tips.value,
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(newVal) => {
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let key = [];
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if (newVal.includes("重回")) return;
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if (currentRoundEnded.value) {
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// 播放当前轮次语音
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key.push(`第${["一", "二", "三", "四", "五"][currentRound.value]}轮`);
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}
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key.push(
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newVal.includes("你")
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? "轮到你了"
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: newVal.includes("红队")
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? "请红方射箭"
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: "请蓝方射箭"
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);
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audioManager.play(key, false);
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currentRoundEnded.value = false;
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}
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);
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const updateSound = () => {
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sound.value = !sound.value;
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audioManager.setMuted(!sound.value);
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};
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async function onReceiveMessage(message) {
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if (ended.value) return;
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if (Array.isArray(message)) return;
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const { type, mode, current, shootData } = message;
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if (type === MESSAGETYPESV2.BattleStart) {
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melee.value = Boolean(mode > 3);
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// 优先使用后端返回的 shootNumber,降级则根据 mode 推算
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totalShot.value = message.shootNumber ?? (mode === 1 ? 3 : 2);
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currentRoundEnded.value = true;
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audioManager.play("比赛开始");
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} else if (type === MESSAGETYPESV2.BattleEnd) {
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audioManager.play("比赛结束", false);
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} else if (type === MESSAGETYPESV2.ShootResult) {
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if (melee.value && current.playerId !== user.value.id) return;
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// 直接使用后端返回的 myIndex(当前用户已射箭数),不在前端自增
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if (current.playerId === user.value.id) currentShot.value = current.myIndex ?? currentShot.value;
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if (message.shootData) {
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let key = [];
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key.push(
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shootData.ring
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? `${shootData.ringX ? "X" : shootData.ring}环`
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: "未上靶"
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);
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if (shootData.angle !== null)
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key.push(`向${getDirectionText(shootData.angle)}调整`);
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audioManager.play(key, false);
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}
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} else if (type === MESSAGETYPESV2.NewRound) {
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currentShot.value = 0;
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currentRound.value = current.round;
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currentRoundEnded.value = true;
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} else if (type === MESSAGETYPESV2.InvalidShot) {
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uni.showToast({
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title: "距离不足,无效",
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icon: "none",
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});
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audioManager.play("射击无效");
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}
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}
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const playSound = (key) => {
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audioManager.play(key);
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};
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const onUpdateTips = (newVal) => {
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tips.value = newVal;
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};
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// 监听 Pinia store 中 totalShot 变化,用于比赛恢复时同步箭数(替代 uni.$emit 避免时序问题)
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// 使用 immediate: true 确保组件创建时立即读取 store 当前值(解决重入时 totalShot 值不变 watch 不触发的问题)
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watch(() => store.game.totalShot, (newVal) => {
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if (newVal > 0) {
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totalShot.value = newVal;
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currentShot.value = store.game.currentShot;
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}
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}, { immediate: true });
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// 监听 Pinia store 中 tips 变化,用于比赛恢复时同步提示文案(替代 uni.$emit 避免时序问题)
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// 使用 immediate: true 确保组件创建时立即读取 store 当前值(解决 onShow 早于 onMounted 导致 uni.$emit 事件丢失的问题)
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watch(() => store.game.tips, (newVal) => {
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if (newVal) {
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tips.value = newVal;
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}
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}, { immediate: true });
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onMounted(() => {
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uni.$on("update-tips", onUpdateTips);
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uni.$on("socket-inbox", onReceiveMessage);
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uni.$on("play-sound", playSound);
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});
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onBeforeUnmount(() => {
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uni.$off("socket-inbox", onReceiveMessage);
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uni.$off("play-sound", playSound);
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// 补充取消 update-tips 监听,防止页面重建时监听器叠加
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uni.$off("update-tips", onUpdateTips);
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if (timer.value) clearInterval(timer.value);
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});
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</script>
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<template>
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<view class="container">
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<text>{{ (tips || "").replace(/你/g, "").replace(/重回/g, "") }}</text>
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<text v-if="totalShot > 0"> ({{ currentShot }}/{{ totalShot }}) </text>
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<button v-if="!!tips" hover-class="none" @click="updateSound">
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<image :src="`../static/sound${sound ? '' : '-off'}-yellow.png`" mode="widthFix" />
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</button>
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</view>
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</template>
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<style scoped>
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.container {
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width: 50vw;
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color: #fed847;
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display: flex;
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align-items: center;
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justify-content: center;
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font-weight: 500;
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}
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.container>button:last-child {
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width: 36px;
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height: 36px;
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}
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.container>button:last-child>image {
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width: 36px;
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min-height: 36px;
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}
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</style>
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