细节优化
This commit is contained in:
@@ -1,5 +1,5 @@
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<script setup>
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import { ref, watch, onMounted, onUnmounted } from "vue";
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import { ref, watch, onMounted, onUnmounted, nextTick } from "vue";
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import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
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import Container from "@/components/Container.vue";
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import PlayerSeats from "@/components/PlayerSeats.vue";
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@@ -64,6 +64,8 @@ const isFinalShoot = ref(false);
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const total = ref(15);
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const battleType = ref(0);
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const isEnded = ref(false);
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const refreshRoomTimer = ref(null);
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const refreshTimer = ref(null);
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watch(
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() => [players.value, playersScores.value],
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@@ -125,14 +127,6 @@ function recoverData(battleInfo) {
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redPoints.value += 2;
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}
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});
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if (battleInfo.roundResults[battleInfo.roundResults.length - 1]) {
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scores.value = battleInfo.roundResults[
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battleInfo.roundResults.length - 1
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].redArrows.filter((item) => !!item.playerId);
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blueScores.value = battleInfo.roundResults[
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battleInfo.roundResults.length - 1
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].blueArrows.filter((item) => !!item.playerId);
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}
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if (
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battleInfo.redTeam[0].shotHistory[battleInfo.currentRound] ||
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battleInfo.blueTeam[0].shotHistory[battleInfo.currentRound]
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@@ -170,14 +164,22 @@ function recoverData(battleInfo) {
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}
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}
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}
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const lastIndex = roundResults.value.length - 1;
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if (roundResults.value[lastIndex]) {
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const redArrows = roundResults.value[lastIndex].redArrows;
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scores.value = [...redArrows].filter((item) => !!item.playerId);
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const blueArrows = roundResults.value[lastIndex].blueArrows;
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blueScores.value = [...blueArrows].filter((item) => !!item.playerId);
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}
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}
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// 这个状态不准
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// if (battleInfo.status !== 11) return;
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if (battleInfo.firePlayerIndex) {
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currentShooterId.value = battleInfo.firePlayerIndex;
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if (redTeam.value[0].id === currentShooterId.value)
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tips.value = "请红队射箭";
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else tips.value = "请蓝队射箭";
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tips.value =
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redTeam.value[0].id === currentShooterId.value
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? "请红队射箭 - "
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: "请蓝队射箭 - ";
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tips.value += isFinalShoot.value
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? "决金箭"
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: `第${roundsName[currentRound.value]}轮`;
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@@ -224,7 +226,7 @@ async function refreshRoomData() {
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const result = await getRoomAPI(roomNumber.value);
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room.value = result;
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battleType.value = result.battleType;
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result.members.some((m) => {
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(result.members || []).some((m) => {
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if (m.userInfo.id === result.creator) {
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owner.value = {
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id: m.userInfo.id,
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@@ -278,14 +280,8 @@ const startGame = async () => {
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async function onReceiveMessage(messages = []) {
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messages.forEach((msg) => {
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if (
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msg.roomNumber === roomNumber.value ||
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(battleId.value && msg.id === battleId.value) ||
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msg.constructor === MESSAGETYPES.WaitForAllReady
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) {
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console.log("收到消息:", getMessageTypeName(msg.constructor), msg);
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}
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if (msg.constructor === MESSAGETYPES.WaitForAllReady) {
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if (refreshRoomTimer.value) clearInterval(refreshRoomTimer.value);
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// 这里会掉多次;
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battleId.value = msg.id;
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step.value = 2;
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@@ -389,26 +385,23 @@ async function onReceiveMessage(messages = []) {
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if (currentShooterId.value !== msg.userId) {
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seq.value += 1;
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currentShooterId.value = msg.userId;
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if (redTeam.value[0].id === currentShooterId.value) {
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tips.value = "请红队射箭-";
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} else {
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tips.value = "请蓝队射箭-";
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}
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if (isFinalShoot.value) {
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tips.value += "决金箭";
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} else {
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tips.value += `第${roundsName[currentRound.value]}轮`;
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}
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tips.value =
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redTeam.value[0].id === currentShooterId.value
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? "请红队射箭 - "
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: "请蓝队射箭 - ";
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tips.value += isFinalShoot.value
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? "决金箭"
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: `第${roundsName[currentRound.value]}轮`;
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}
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}
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}
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if (msg.constructor === MESSAGETYPES.ShootResult) {
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if (battleType.value === 1) {
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// 会有蓝队射箭时间,红队射箭也有结果返回的情况
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// 会有在蓝队射箭时间,红队射箭也有结果返回的情况
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if (currentShooterId.value !== msg.userId) return;
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const isRed = redTeam.value.find((item) => item.id === msg.userId);
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if (isRed) scores.value.push(msg.target);
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else blueScores.value.push(msg.target);
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if (isRed) scores.value.push({ ...msg.target });
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else blueScores.value.push({ ...msg.target });
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if (!roundResults.value[currentRound.value - 1]) {
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roundResults.value.push({
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redArrows: [],
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@@ -417,7 +410,7 @@ async function onReceiveMessage(messages = []) {
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}
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roundResults.value[currentRound.value - 1][
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isRed ? "redArrows" : "blueArrows"
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].push(msg.target);
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].push({ ...msg.target });
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}
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if (battleType.value === 2 && msg.userId === user.value.id) {
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scores.value.push({ ...msg.target });
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@@ -529,11 +522,16 @@ const onBack = () => {
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onLoad(async (options) => {
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if (options.battleId) {
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const battleInfo = uni.getStorageSync("current-battle");
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if (battleInfo) recoverData(battleInfo);
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setTimeout(getCurrentGameAPI, 2000);
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if (battleInfo) {
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await nextTick(() => {
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recoverData(battleInfo);
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});
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setTimeout(getCurrentGameAPI, 2000);
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}
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} else if (options.roomNumber) {
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roomNumber.value = options.roomNumber;
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refreshRoomData();
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refreshRoomTimer.value = setInterval(refreshRoomData, 2000);
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}
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});
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@@ -545,6 +543,8 @@ onMounted(() => {
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});
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onUnmounted(() => {
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if (refreshRoomTimer.value) clearInterval(refreshRoomTimer.value);
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if (refreshTimer.value) clearInterval(refreshTimer.value);
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uni.setKeepScreenOn({
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keepScreenOn: false,
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});
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@@ -554,18 +554,14 @@ onUnmounted(() => {
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}
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});
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const refreshTimer = ref(null);
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onShow(async () => {
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if (battleId.value) {
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if (!isEnded.value && (await isGameEnded(battleId.value))) return;
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getCurrentGameAPI();
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const refreshData = () => {
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const lastAwakeTime = uni.getStorageSync("last-awake-time");
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if (lastAwakeTime) {
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getCurrentGameAPI();
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} else {
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clearInterval(refreshTimer.value);
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}
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if (lastAwakeTime) getCurrentGameAPI();
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else clearInterval(refreshTimer.value);
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};
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refreshTimer.value = setInterval(refreshData, 2000);
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} else {
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@@ -703,6 +699,7 @@ onHide(() => {
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:mode="isFinalShoot ? 'tall' : 'normal'"
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>
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<RoundEndTip
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v-if="showRoundTip"
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:isFinal="isFinalShoot"
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:round="currentRound - 1"
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:bluePoint="currentBluePoint"
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