完善文创展示控制与结果层基础
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content-experience-layer-proposal.md
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content-experience-layer-proposal.md
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# 游戏中文创体验层方案
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## 1. 目标
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为游戏过程中的文创内容建立一层独立承载能力,不把内容弹窗、图文卡片、讲解信息散落在:
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- 规则层
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- 页面层
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- HUD 逻辑
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- 反馈层
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这层的目标是:
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- 在正确时机触发内容体验
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- 统一内容展示方式
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- 可配置、可复用、可扩展
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- 不破坏当前地图与规则主链
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一句话:
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**把“中途内容体验”从临时弹窗提升为正式能力层。**
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---
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## 2. 当前现状
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当前项目已经具备一部分基础:
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- `control.displayContent`
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- `UiEffectDirector.showContentCard(...)`
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- 页面层已有 `contentCardVisible / contentCardTitle / contentCardBody`
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- 打点完成后可展示内容卡
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这说明:
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- 内容展示能力已经有雏形
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- 但触发方式还偏单一
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- 内容形式也还比较轻
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- 还没有形成正式的“内容体验层”模型
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---
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## 3. 设计原则
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### 3.1 内容体验不等于短反馈
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短反馈仍然属于:
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- 音效
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- 震动
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- HUD 提示
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- 地图 pulse
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文创体验属于更重的一层,应与 `FeedbackDirector` 区分。
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### 3.2 内容体验不直接写死在规则里
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规则层只负责:
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- 是否触发
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- 触发什么体验条目
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规则层不负责:
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- 页面怎么弹
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- 卡片长什么样
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- 是否带图片、音频、讲解按钮
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### 3.3 内容体验必须配置驱动
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以后不同活动、不同地图、不同玩法需要不同内容。
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所以这层必须可配置:
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- 哪个点触发
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- 何时触发
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- 弹什么
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- 是否只弹一次
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- 优先级如何
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---
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## 4. 建议的新层级
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建议增加一层:
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- `ContentExperienceLayer`
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放在概念上与这些层并列:
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- `MapPresentation`
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- `HUD`
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- `Feedback`
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- `ResultScene`
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职责:
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- 接收体验触发
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- 管理当前激活内容项
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- 控制展示与关闭
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- 向页面层输出当前体验模型
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---
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## 5. 建议的数据模型
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### 5.1 ExperienceEntry
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```ts
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type ExperienceTrigger =
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| 'control_completed'
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| 'zone_entered'
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| 'session_finished'
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| 'manual'
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type ExperienceDisplayMode =
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| 'content-card'
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| 'full-panel'
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| 'audio-guide'
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| 'unlock-card'
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interface ExperienceEntry {
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id: string
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trigger: ExperienceTrigger
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controlId?: string
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zoneId?: string
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title: string
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body: string
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imageRef?: string
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audioRef?: string
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displayMode: ExperienceDisplayMode
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once: boolean
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priority: number
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}
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```
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### 5.2 ExperienceRuntimeState
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```ts
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interface ExperienceRuntimeState {
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activeEntryId: string | null
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dismissedEntryIds: string[]
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consumedEntryIds: string[]
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}
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```
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---
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## 6. 配置建议
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建议在配置中增加一段:
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```json
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{
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"resources": {
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"contentEntries": {
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"cp-3-story": {
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"title": "校史地标",
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"body": "这里是校园历史演变的重要节点。",
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"imageRef": "content/campus-history-01.png",
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"displayMode": "content-card"
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}
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}
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},
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"game": {
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"experience": {
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"entries": [
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{
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"id": "cp-3-story",
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"trigger": "control_completed",
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"controlId": "control-3",
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"once": true,
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"priority": 10
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}
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]
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}
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}
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}
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```
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这意味着:
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- 资源层管理内容资源
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- 玩法配置决定何时触发
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---
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## 7. 触发来源
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第一阶段建议支持 3 种触发:
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### 7.1 打点完成触发
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最适合当前项目,价值最高。
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例如:
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- 完成某个控制点后弹一张文创卡
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- 开始点完成后弹赛事导览卡
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- 终点完成后弹纪念卡
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### 7.2 区域进入触发
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适合后续:
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- 地标介绍
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- 迷雾探索
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- 特定区域故事点
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### 7.3 结算后解锁触发
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适合后续与结算页联动:
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- 收藏卡
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- 奖章
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- 文创奖励
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---
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## 8. 页面表现建议
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第一阶段先做最小闭环,不追求复杂视觉。
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### 8.1 第一阶段
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支持:
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- 当前已有的 `content-card`
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- 标题
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- 正文
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- 关闭
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### 8.2 第二阶段
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再支持:
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- 图片
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- 按钮
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- 章节式展开
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- 音频讲解
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---
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## 9. 与当前架构的关系
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### 规则层
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负责:
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- 触发某条体验事件
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不负责:
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- 具体展示细节
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### Feedback
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继续负责:
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- 短反馈
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- 动效
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- 音效
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### ContentExperienceLayer
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负责:
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- 中等时长的信息体验
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### 页面层
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负责:
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- 渲染当前体验模型
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---
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## 10. 第一阶段最小实施范围
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建议第一阶段只做:
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1. `control_completed -> experience entry`
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2. `content-card` 展示
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3. `once` 语义
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4. 手动关闭
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5. 配置驱动
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不要一上来做:
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- 图片轮播
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- 视频
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- 复杂音频控制
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- 多层交互
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---
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## 11. 推荐实施顺序
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1. 定义 `ExperienceEntry`
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2. 在配置解析层接 `game.experience.entries`
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3. 在规则完成事件里派发体验触发
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4. MapEngine 增加体验状态承载
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5. 页面层继续复用当前 `content-card`
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6. 再逐步升级 UI
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---
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## 12. 长期价值
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这层建好后,后续可以自然承接:
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- 文创卡片
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- 地标解说
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- 解锁收藏
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- 故事节点
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- 活动内品牌内容
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它不只服务当前顺序赛/积分赛,而是服务整条产品体验链。
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---
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## 13. 结论
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当前最正确的方向不是继续在页面里零散补内容弹窗,而是:
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**把游戏中途的文创与故事体验正式抽成一层独立的 `ContentExperienceLayer`。**
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第一阶段先用“控制点完成触发内容卡”跑通最小闭环,后面再逐步扩成完整体验系统。
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@@ -13,10 +13,12 @@ import { type OrienteeringCourseData } from '../../utils/orienteeringCourse'
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import { isTileWithinBounds, type RemoteMapConfig, type TileZoomBounds } from '../../utils/remoteMapConfig'
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import { formatAnimationLevelText, resolveAnimationLevel, type AnimationLevel } from '../../utils/animationLevel'
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import { GameRuntime } from '../../game/core/gameRuntime'
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import { type GameControlDisplayContentOverride } from '../../game/core/gameDefinition'
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import { type GameEffect, type GameResult } from '../../game/core/gameResult'
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import { buildGameDefinitionFromCourse } from '../../game/content/courseToGameDefinition'
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import { FeedbackDirector } from '../../game/feedback/feedbackDirector'
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import { EMPTY_GAME_PRESENTATION_STATE, type GamePresentationState } from '../../game/presentation/presentationState'
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import { buildResultSummarySnapshot, type ResultSummarySnapshot } from '../../game/result/resultSummary'
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import { TelemetryRuntime } from '../../game/telemetry/telemetryRuntime'
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import { getHeartRateToneSampleBpm, type HeartRateTone } from '../../game/telemetry/telemetryConfig'
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@@ -257,6 +259,8 @@ export interface MapEngineGameInfoSnapshot {
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globalRows: MapEngineGameInfoRow[]
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}
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export type MapEngineResultSnapshot = ResultSummarySnapshot
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const VIEW_SYNC_KEYS: Array<keyof MapEngineViewState> = [
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'animationLevel',
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'buildVersion',
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@@ -868,6 +872,7 @@ export class MapEngine {
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configSchemaVersion: string
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configVersion: string
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controlScoreOverrides: Record<string, number>
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controlContentOverrides: Record<string, GameControlDisplayContentOverride>
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defaultControlScore: number | null
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gameRuntime: GameRuntime
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telemetryRuntime: TelemetryRuntime
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@@ -882,6 +887,8 @@ export class MapEngine {
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autoFinishOnLastControl: boolean
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punchFeedbackTimer: number
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contentCardTimer: number
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currentContentCardPriority: number
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shownContentCardKeys: Record<string, true>
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mapPulseTimer: number
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stageFxTimer: number
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sessionTimerInterval: number
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@@ -1076,8 +1083,8 @@ export class MapEngine {
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showPunchFeedback: (text, tone, motionClass) => {
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this.showPunchFeedback(text, tone, motionClass)
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},
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showContentCard: (title, body, motionClass) => {
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this.showContentCard(title, body, motionClass)
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showContentCard: (title, body, motionClass, options) => {
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this.showContentCard(title, body, motionClass, options)
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},
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setPunchButtonFxClass: (className) => {
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this.setPunchButtonFxClass(className)
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@@ -1118,6 +1125,7 @@ export class MapEngine {
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this.configSchemaVersion = '1'
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this.configVersion = ''
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this.controlScoreOverrides = {}
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this.controlContentOverrides = {}
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this.defaultControlScore = null
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this.gameRuntime = new GameRuntime()
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this.telemetryRuntime = new TelemetryRuntime()
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@@ -1134,6 +1142,8 @@ export class MapEngine {
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this.gpsLockEnabled = false
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this.punchFeedbackTimer = 0
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this.contentCardTimer = 0
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this.currentContentCardPriority = 0
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this.shownContentCardKeys = {}
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this.mapPulseTimer = 0
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this.stageFxTimer = 0
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this.sessionTimerInterval = 0
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@@ -1405,6 +1415,15 @@ export class MapEngine {
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}
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}
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getResultSceneSnapshot(): MapEngineResultSnapshot {
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return buildResultSummarySnapshot(
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this.gameRuntime.definition,
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this.gameRuntime.state,
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this.telemetryRuntime.getPresentation(),
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this.state.mapName || (this.gameRuntime.definition ? this.gameRuntime.definition.title : '本局结果'),
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)
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}
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destroy(): void {
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this.clearInertiaTimer()
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this.clearPreviewResetTimer()
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@@ -1586,6 +1605,7 @@ export class MapEngine {
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this.skipRadiusMeters,
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this.skipRequiresConfirm,
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this.controlScoreOverrides,
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this.controlContentOverrides,
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this.defaultControlScore,
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)
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const result = this.gameRuntime.loadDefinition(definition)
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@@ -1723,6 +1743,12 @@ export class MapEngine {
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panelProgressFxClass: '',
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panelDistanceFxClass: '',
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}, true)
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this.currentContentCardPriority = 0
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}
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resetSessionContentExperienceState(): void {
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this.shownContentCardKeys = {}
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this.currentContentCardPriority = 0
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}
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clearSessionTimerInterval(): void {
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@@ -1878,7 +1904,22 @@ export class MapEngine {
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}, 1400) as unknown as number
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}
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showContentCard(title: string, body: string, motionClass = ''): void {
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showContentCard(title: string, body: string, motionClass = '', options?: { contentKey?: string; autoPopup?: boolean; once?: boolean; priority?: number }): void {
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const autoPopup = !options || options.autoPopup !== false
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const once = !!(options && options.once)
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const priority = options && typeof options.priority === 'number' ? options.priority : 0
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const contentKey = options && options.contentKey ? options.contentKey : ''
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if (!autoPopup) {
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return
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}
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if (once && contentKey && this.shownContentCardKeys[contentKey]) {
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return
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}
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if (this.state.contentCardVisible && priority < this.currentContentCardPriority) {
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return
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}
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this.clearContentCardTimer()
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this.setState({
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contentCardVisible: true,
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@@ -1886,8 +1927,13 @@ export class MapEngine {
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contentCardBody: body,
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contentCardFxClass: motionClass,
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}, true)
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this.currentContentCardPriority = priority
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if (once && contentKey) {
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this.shownContentCardKeys[contentKey] = true
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}
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this.contentCardTimer = setTimeout(() => {
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this.contentCardTimer = 0
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this.currentContentCardPriority = 0
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this.setState({
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contentCardVisible: false,
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contentCardFxClass: '',
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@@ -1897,6 +1943,7 @@ export class MapEngine {
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closeContentCard(): void {
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this.clearContentCardTimer()
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this.currentContentCardPriority = 0
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this.setState({
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contentCardVisible: false,
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contentCardFxClass: '',
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@@ -1955,11 +2002,19 @@ export class MapEngine {
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}
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if (this.gameRuntime.state.status !== 'idle') {
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return
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if (this.gameRuntime.state.status === 'finished' || this.gameRuntime.state.status === 'failed') {
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const reloadedResult = this.loadGameDefinitionFromCourse()
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if (!reloadedResult || !this.gameRuntime.state) {
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return
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}
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} else {
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return
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}
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}
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this.feedbackDirector.reset()
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this.resetTransientGameUiState()
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this.resetSessionContentExperienceState()
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this.clearStartSessionResidue()
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if (!this.locationController.listening) {
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@@ -1985,9 +2040,10 @@ export class MapEngine {
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}
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||||
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this.courseOverlayVisible = true
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const gameModeText = this.gameMode === 'score-o' ? '积分赛' : '顺序打点'
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const defaultStatusText = this.currentGpsPoint
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? `顺序打点已开始 (${this.buildVersion})`
|
||||
: `顺序打点已开始,GPS定位启动中 (${this.buildVersion})`
|
||||
? `${gameModeText}已开始 (${this.buildVersion})`
|
||||
: `${gameModeText}已开始,GPS定位启动中 (${this.buildVersion})`
|
||||
this.commitGameResult(gameResult, defaultStatusText)
|
||||
}
|
||||
|
||||
@@ -2000,6 +2056,7 @@ export class MapEngine {
|
||||
if (!this.courseData) {
|
||||
this.clearGameRuntime()
|
||||
this.resetTransientGameUiState()
|
||||
this.resetSessionContentExperienceState()
|
||||
this.feedbackDirector.handleEffects([{ type: 'session_cancelled' }])
|
||||
this.setState({
|
||||
gpsTracking: false,
|
||||
@@ -2012,6 +2069,7 @@ export class MapEngine {
|
||||
|
||||
this.loadGameDefinitionFromCourse()
|
||||
this.resetTransientGameUiState()
|
||||
this.resetSessionContentExperienceState()
|
||||
this.feedbackDirector.handleEffects([{ type: 'session_cancelled' }])
|
||||
this.setState({
|
||||
gpsTracking: false,
|
||||
@@ -2384,6 +2442,7 @@ export class MapEngine {
|
||||
this.configSchemaVersion = config.configSchemaVersion
|
||||
this.configVersion = config.configVersion
|
||||
this.controlScoreOverrides = config.controlScoreOverrides
|
||||
this.controlContentOverrides = config.controlContentOverrides
|
||||
this.defaultControlScore = config.defaultControlScore
|
||||
this.gameMode = config.gameMode
|
||||
this.punchPolicy = config.punchPolicy
|
||||
|
||||
@@ -1,4 +1,10 @@
|
||||
import { type GameDefinition, type GameControl, type PunchPolicyType } from '../core/gameDefinition'
|
||||
import {
|
||||
type GameDefinition,
|
||||
type GameControl,
|
||||
type GameControlDisplayContent,
|
||||
type GameControlDisplayContentOverride,
|
||||
type PunchPolicyType,
|
||||
} from '../core/gameDefinition'
|
||||
import { type OrienteeringCourseData } from '../../utils/orienteeringCourse'
|
||||
|
||||
function sortBySequence<T extends { sequence: number | null }>(items: T[]): T[] {
|
||||
@@ -13,6 +19,23 @@ function buildDisplayBody(label: string, sequence: number | null): string {
|
||||
return label
|
||||
}
|
||||
|
||||
function applyDisplayContentOverride(
|
||||
baseContent: GameControlDisplayContent,
|
||||
override: GameControlDisplayContentOverride | undefined,
|
||||
): GameControlDisplayContent {
|
||||
if (!override) {
|
||||
return baseContent
|
||||
}
|
||||
|
||||
return {
|
||||
title: override.title || baseContent.title,
|
||||
body: override.body || baseContent.body,
|
||||
autoPopup: override.autoPopup !== undefined ? override.autoPopup : baseContent.autoPopup,
|
||||
once: override.once !== undefined ? override.once : baseContent.once,
|
||||
priority: override.priority !== undefined ? override.priority : baseContent.priority,
|
||||
}
|
||||
}
|
||||
|
||||
export function buildGameDefinitionFromCourse(
|
||||
course: OrienteeringCourseData,
|
||||
controlRadiusMeters: number,
|
||||
@@ -25,20 +48,29 @@ export function buildGameDefinitionFromCourse(
|
||||
skipRadiusMeters = 30,
|
||||
skipRequiresConfirm = true,
|
||||
controlScoreOverrides: Record<string, number> = {},
|
||||
controlContentOverrides: Record<string, GameControlDisplayContentOverride> = {},
|
||||
defaultControlScore: number | null = null,
|
||||
): GameDefinition {
|
||||
const controls: GameControl[] = []
|
||||
|
||||
for (const start of course.layers.starts) {
|
||||
for (let startIndex = 0; startIndex < course.layers.starts.length; startIndex += 1) {
|
||||
const start = course.layers.starts[startIndex]
|
||||
const startId = `start-${startIndex + 1}`
|
||||
controls.push({
|
||||
id: `start-${controls.length + 1}`,
|
||||
id: startId,
|
||||
code: start.label || 'S',
|
||||
label: start.label || 'Start',
|
||||
kind: 'start',
|
||||
point: start.point,
|
||||
sequence: null,
|
||||
score: null,
|
||||
displayContent: null,
|
||||
displayContent: applyDisplayContentOverride({
|
||||
title: '比赛开始',
|
||||
body: `${start.label || '开始点'}已激活,按提示前往下一个目标点。`,
|
||||
autoPopup: true,
|
||||
once: false,
|
||||
priority: 1,
|
||||
}, controlContentOverrides[startId]),
|
||||
})
|
||||
}
|
||||
|
||||
@@ -56,23 +88,35 @@ export function buildGameDefinitionFromCourse(
|
||||
point: control.point,
|
||||
sequence: control.sequence,
|
||||
score,
|
||||
displayContent: {
|
||||
displayContent: applyDisplayContentOverride({
|
||||
title: score !== null ? `收集 ${label} (+${score}分)` : `收集 ${label}`,
|
||||
body: score !== null ? `${buildDisplayBody(label, control.sequence)} · ${score}分` : buildDisplayBody(label, control.sequence),
|
||||
},
|
||||
autoPopup: true,
|
||||
once: false,
|
||||
priority: 1,
|
||||
}, controlContentOverrides[controlId]),
|
||||
})
|
||||
}
|
||||
|
||||
for (const finish of course.layers.finishes) {
|
||||
for (let finishIndex = 0; finishIndex < course.layers.finishes.length; finishIndex += 1) {
|
||||
const finish = course.layers.finishes[finishIndex]
|
||||
const finishId = `finish-${finishIndex + 1}`
|
||||
const legacyFinishId = `finish-${controls.length + 1}`
|
||||
controls.push({
|
||||
id: `finish-${controls.length + 1}`,
|
||||
id: finishId,
|
||||
code: finish.label || 'F',
|
||||
label: finish.label || 'Finish',
|
||||
kind: 'finish',
|
||||
point: finish.point,
|
||||
sequence: null,
|
||||
score: null,
|
||||
displayContent: null,
|
||||
displayContent: applyDisplayContentOverride({
|
||||
title: '完成路线',
|
||||
body: `${finish.label || '结束点'}已完成,准备查看本局结果。`,
|
||||
autoPopup: true,
|
||||
once: false,
|
||||
priority: 2,
|
||||
}, controlContentOverrides[finishId] || controlContentOverrides[legacyFinishId]),
|
||||
})
|
||||
}
|
||||
|
||||
|
||||
@@ -8,6 +8,17 @@ export type PunchPolicyType = 'enter' | 'enter-confirm'
|
||||
export interface GameControlDisplayContent {
|
||||
title: string
|
||||
body: string
|
||||
autoPopup: boolean
|
||||
once: boolean
|
||||
priority: number
|
||||
}
|
||||
|
||||
export interface GameControlDisplayContentOverride {
|
||||
title?: string
|
||||
body?: string
|
||||
autoPopup?: boolean
|
||||
once?: boolean
|
||||
priority?: number
|
||||
}
|
||||
|
||||
export interface GameControl {
|
||||
|
||||
@@ -5,7 +5,7 @@ export type GameEffect =
|
||||
| { type: 'session_started' }
|
||||
| { type: 'session_cancelled' }
|
||||
| { type: 'punch_feedback'; text: string; tone: 'neutral' | 'success' | 'warning' }
|
||||
| { type: 'control_completed'; controlId: string; controlKind: 'start' | 'control' | 'finish'; sequence: number | null; label: string; displayTitle: string; displayBody: string }
|
||||
| { type: 'control_completed'; controlId: string; controlKind: 'start' | 'control' | 'finish'; sequence: number | null; label: string; displayTitle: string; displayBody: string; displayAutoPopup: boolean; displayOnce: boolean; displayPriority: number }
|
||||
| { type: 'guidance_state_changed'; guidanceState: GuidanceState; controlId: string | null }
|
||||
| { type: 'session_finished' }
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ import {
|
||||
|
||||
export interface UiEffectHost {
|
||||
showPunchFeedback: (text: string, tone: 'neutral' | 'success' | 'warning', motionClass?: string) => void
|
||||
showContentCard: (title: string, body: string, motionClass?: string) => void
|
||||
showContentCard: (title: string, body: string, motionClass?: string, options?: { contentKey?: string; autoPopup?: boolean; once?: boolean; priority?: number }) => void
|
||||
setPunchButtonFxClass: (className: string) => void
|
||||
setHudProgressFxClass: (className: string) => void
|
||||
setHudDistanceFxClass: (className: string) => void
|
||||
@@ -262,6 +262,12 @@ export class UiEffectDirector {
|
||||
effect.displayTitle,
|
||||
effect.displayBody,
|
||||
cue ? this.getContentCardMotionClass(cue.contentCardMotion) : '',
|
||||
{
|
||||
contentKey: effect.controlId,
|
||||
autoPopup: effect.displayAutoPopup,
|
||||
once: effect.displayOnce,
|
||||
priority: effect.displayPriority,
|
||||
},
|
||||
)
|
||||
if (cue && cue.mapPulseMotion !== 'none') {
|
||||
this.host.showMapPulse(effect.controlId, this.getMapPulseMotionClass(cue.mapPulseMotion))
|
||||
|
||||
91
miniprogram/game/result/resultSummary.ts
Normal file
91
miniprogram/game/result/resultSummary.ts
Normal file
@@ -0,0 +1,91 @@
|
||||
import { type GameDefinition } from '../core/gameDefinition'
|
||||
import { type GameSessionState } from '../core/gameSessionState'
|
||||
import { type TelemetryPresentation } from '../telemetry/telemetryPresentation'
|
||||
|
||||
export interface ResultSummaryRow {
|
||||
label: string
|
||||
value: string
|
||||
}
|
||||
|
||||
export interface ResultSummarySnapshot {
|
||||
title: string
|
||||
subtitle: string
|
||||
heroLabel: string
|
||||
heroValue: string
|
||||
rows: ResultSummaryRow[]
|
||||
}
|
||||
|
||||
function resolveTitle(definition: GameDefinition | null, mapTitle: string): string {
|
||||
if (mapTitle) {
|
||||
return mapTitle
|
||||
}
|
||||
if (definition && definition.title) {
|
||||
return definition.title
|
||||
}
|
||||
return '本局结果'
|
||||
}
|
||||
|
||||
function buildHeroValue(definition: GameDefinition | null, sessionState: GameSessionState, telemetryPresentation: TelemetryPresentation): string {
|
||||
if (definition && definition.mode === 'score-o') {
|
||||
return `${sessionState.score}`
|
||||
}
|
||||
return telemetryPresentation.timerText
|
||||
}
|
||||
|
||||
function buildHeroLabel(definition: GameDefinition | null): string {
|
||||
return definition && definition.mode === 'score-o' ? '本局得分' : '本局用时'
|
||||
}
|
||||
|
||||
function buildSubtitle(sessionState: GameSessionState): string {
|
||||
if (sessionState.status === 'finished') {
|
||||
return '本局已完成'
|
||||
}
|
||||
if (sessionState.status === 'failed') {
|
||||
return '本局已结束'
|
||||
}
|
||||
return '对局摘要'
|
||||
}
|
||||
|
||||
export function buildResultSummarySnapshot(
|
||||
definition: GameDefinition | null,
|
||||
sessionState: GameSessionState | null,
|
||||
telemetryPresentation: TelemetryPresentation,
|
||||
mapTitle: string,
|
||||
): ResultSummarySnapshot {
|
||||
const resolvedSessionState: GameSessionState = sessionState || {
|
||||
status: 'idle',
|
||||
startedAt: null,
|
||||
endedAt: null,
|
||||
completedControlIds: [],
|
||||
skippedControlIds: [],
|
||||
currentTargetControlId: null,
|
||||
inRangeControlId: null,
|
||||
score: 0,
|
||||
guidanceState: 'searching',
|
||||
modeState: null,
|
||||
}
|
||||
const skippedCount = resolvedSessionState.skippedControlIds.length
|
||||
const totalControlCount = definition
|
||||
? definition.controls.filter((control) => control.kind === 'control').length
|
||||
: 0
|
||||
const averageHeartRateText = telemetryPresentation.heartRateValueText !== '--'
|
||||
? `${telemetryPresentation.heartRateValueText} ${telemetryPresentation.heartRateUnitText || 'bpm'}`
|
||||
: '--'
|
||||
|
||||
return {
|
||||
title: resolveTitle(definition, mapTitle),
|
||||
subtitle: buildSubtitle(resolvedSessionState),
|
||||
heroLabel: buildHeroLabel(definition),
|
||||
heroValue: buildHeroValue(definition, resolvedSessionState, telemetryPresentation),
|
||||
rows: [
|
||||
{ label: '状态', value: resolvedSessionState.status === 'finished' ? '完成' : (resolvedSessionState.status === 'failed' ? '结束' : '进行中') },
|
||||
{ label: '完成点数', value: totalControlCount > 0 ? `${resolvedSessionState.completedControlIds.length}/${totalControlCount}` : `${resolvedSessionState.completedControlIds.length}` },
|
||||
{ label: '跳过点数', value: `${skippedCount}` },
|
||||
{ label: '累计里程', value: telemetryPresentation.mileageText },
|
||||
{ label: '平均速度', value: `${telemetryPresentation.averageSpeedValueText}${telemetryPresentation.averageSpeedUnitText}` },
|
||||
{ label: '当前得分', value: `${resolvedSessionState.score}` },
|
||||
{ label: '累计消耗', value: `${telemetryPresentation.caloriesValueText}${telemetryPresentation.caloriesUnitText}` },
|
||||
{ label: '平均心率', value: averageHeartRateText },
|
||||
],
|
||||
}
|
||||
}
|
||||
@@ -287,8 +287,11 @@ function buildCompletedEffect(control: GameControl): GameEffect {
|
||||
controlKind: 'start',
|
||||
sequence: null,
|
||||
label: control.label,
|
||||
displayTitle: '比赛开始',
|
||||
displayBody: '已完成开始点打卡,前往 1 号点。',
|
||||
displayTitle: control.displayContent ? control.displayContent.title : '比赛开始',
|
||||
displayBody: control.displayContent ? control.displayContent.body : '已完成开始点打卡,前往 1 号点。',
|
||||
displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
|
||||
displayOnce: control.displayContent ? control.displayContent.once : false,
|
||||
displayPriority: control.displayContent ? control.displayContent.priority : 1,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -299,8 +302,11 @@ function buildCompletedEffect(control: GameControl): GameEffect {
|
||||
controlKind: 'finish',
|
||||
sequence: null,
|
||||
label: control.label,
|
||||
displayTitle: '比赛结束',
|
||||
displayBody: '已完成终点打卡,本局结束。',
|
||||
displayTitle: control.displayContent ? control.displayContent.title : '比赛结束',
|
||||
displayBody: control.displayContent ? control.displayContent.body : '已完成终点打卡,本局结束。',
|
||||
displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
|
||||
displayOnce: control.displayContent ? control.displayContent.once : false,
|
||||
displayPriority: control.displayContent ? control.displayContent.priority : 2,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -316,6 +322,9 @@ function buildCompletedEffect(control: GameControl): GameEffect {
|
||||
label: control.label,
|
||||
displayTitle,
|
||||
displayBody,
|
||||
displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
|
||||
displayOnce: control.displayContent ? control.displayContent.once : false,
|
||||
displayPriority: control.displayContent ? control.displayContent.priority : 1,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -249,8 +249,11 @@ function buildCompletedEffect(control: GameControl): GameEffect {
|
||||
controlKind: 'start',
|
||||
sequence: null,
|
||||
label: control.label,
|
||||
displayTitle: '比赛开始',
|
||||
displayBody: '已完成开始点打卡,开始自由打点。',
|
||||
displayTitle: control.displayContent ? control.displayContent.title : '比赛开始',
|
||||
displayBody: control.displayContent ? control.displayContent.body : '已完成开始点打卡,开始自由打点。',
|
||||
displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
|
||||
displayOnce: control.displayContent ? control.displayContent.once : false,
|
||||
displayPriority: control.displayContent ? control.displayContent.priority : 1,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -261,8 +264,11 @@ function buildCompletedEffect(control: GameControl): GameEffect {
|
||||
controlKind: 'finish',
|
||||
sequence: null,
|
||||
label: control.label,
|
||||
displayTitle: '比赛结束',
|
||||
displayBody: '已完成终点打卡,本局结束。',
|
||||
displayTitle: control.displayContent ? control.displayContent.title : '比赛结束',
|
||||
displayBody: control.displayContent ? control.displayContent.body : '已完成终点打卡,本局结束。',
|
||||
displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
|
||||
displayOnce: control.displayContent ? control.displayContent.once : false,
|
||||
displayPriority: control.displayContent ? control.displayContent.priority : 2,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -275,6 +281,9 @@ function buildCompletedEffect(control: GameControl): GameEffect {
|
||||
label: control.label,
|
||||
displayTitle: control.displayContent ? control.displayContent.title : `收集 ${sequenceText}`,
|
||||
displayBody: control.displayContent ? control.displayContent.body : control.label,
|
||||
displayAutoPopup: control.displayContent ? control.displayContent.autoPopup : true,
|
||||
displayOnce: control.displayContent ? control.displayContent.once : false,
|
||||
displayPriority: control.displayContent ? control.displayContent.priority : 1,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ import {
|
||||
MapEngine,
|
||||
type MapEngineGameInfoRow,
|
||||
type MapEngineGameInfoSnapshot,
|
||||
type MapEngineResultSnapshot,
|
||||
type MapEngineStageRect,
|
||||
type MapEngineViewState,
|
||||
} from '../../engine/map/mapEngine'
|
||||
@@ -64,6 +65,7 @@ type StoredUserSettings = {
|
||||
type MapPageData = MapEngineViewState & {
|
||||
showDebugPanel: boolean
|
||||
showGameInfoPanel: boolean
|
||||
showResultScene: boolean
|
||||
showSystemSettingsPanel: boolean
|
||||
showCenterScaleRuler: boolean
|
||||
showPunchHintBanner: boolean
|
||||
@@ -78,6 +80,11 @@ type MapPageData = MapEngineViewState & {
|
||||
gameInfoSubtitle: string
|
||||
gameInfoLocalRows: MapEngineGameInfoRow[]
|
||||
gameInfoGlobalRows: MapEngineGameInfoRow[]
|
||||
resultSceneTitle: string
|
||||
resultSceneSubtitle: string
|
||||
resultSceneHeroLabel: string
|
||||
resultSceneHeroValue: string
|
||||
resultSceneRows: MapEngineGameInfoRow[]
|
||||
panelTimerText: string
|
||||
panelMileageText: string
|
||||
panelDistanceValueText: string
|
||||
@@ -121,7 +128,7 @@ type MapPageData = MapEngineViewState & {
|
||||
showRightButtonGroups: boolean
|
||||
showBottomDebugButton: boolean
|
||||
}
|
||||
const INTERNAL_BUILD_VERSION = 'map-build-283'
|
||||
const INTERNAL_BUILD_VERSION = 'map-build-291'
|
||||
const USER_SETTINGS_STORAGE_KEY = 'cmr_user_settings_v1'
|
||||
const CLASSIC_REMOTE_GAME_CONFIG_URL = 'https://oss-mbh5.colormaprun.com/gotomars/event/classic-sequential.json'
|
||||
const SCORE_O_REMOTE_GAME_CONFIG_URL = 'https://oss-mbh5.colormaprun.com/gotomars/event/score-o.json'
|
||||
@@ -494,7 +501,7 @@ function buildSideButtonState(data: Pick<MapPageData, 'sideButtonMode' | 'showGa
|
||||
: data.gpsLockEnabled
|
||||
? 'active'
|
||||
: 'default'
|
||||
const sideButton4State: SideActionButtonState = data.gameSessionStatus === 'idle' ? 'default' : 'active'
|
||||
const sideButton4State: SideActionButtonState = data.gameSessionStatus === 'running' ? 'active' : 'muted'
|
||||
const sideButton11State: SideActionButtonState = data.showGameInfoPanel ? 'active' : 'default'
|
||||
const sideButton12State: SideActionButtonState = data.showSystemSettingsPanel ? 'active' : 'default'
|
||||
const sideButton13State: SideActionButtonState = data.showCenterScaleRuler ? 'active' : 'default'
|
||||
@@ -690,10 +697,21 @@ function buildEmptyGameInfoSnapshot(): MapEngineGameInfoSnapshot {
|
||||
}
|
||||
}
|
||||
|
||||
function buildEmptyResultSceneSnapshot(): MapEngineResultSnapshot {
|
||||
return {
|
||||
title: '本局结果',
|
||||
subtitle: '未开始',
|
||||
heroLabel: '本局用时',
|
||||
heroValue: '--',
|
||||
rows: [],
|
||||
}
|
||||
}
|
||||
|
||||
Page({
|
||||
data: {
|
||||
showDebugPanel: false,
|
||||
showGameInfoPanel: false,
|
||||
showResultScene: false,
|
||||
showSystemSettingsPanel: false,
|
||||
showCenterScaleRuler: false,
|
||||
statusBarHeight: 0,
|
||||
@@ -714,6 +732,11 @@ Page({
|
||||
gameInfoSubtitle: '未开始',
|
||||
gameInfoLocalRows: [],
|
||||
gameInfoGlobalRows: buildEmptyGameInfoSnapshot().globalRows,
|
||||
resultSceneTitle: '本局结果',
|
||||
resultSceneSubtitle: '未开始',
|
||||
resultSceneHeroLabel: '本局用时',
|
||||
resultSceneHeroValue: '--',
|
||||
resultSceneRows: buildEmptyResultSceneSnapshot().rows,
|
||||
panelTimerText: '00:00:00',
|
||||
panelMileageText: '0m',
|
||||
panelActionTagText: '目标',
|
||||
@@ -942,6 +965,22 @@ Page({
|
||||
}
|
||||
}
|
||||
|
||||
if (typeof nextPatch.gameSessionStatus === 'string') {
|
||||
if (
|
||||
nextPatch.gameSessionStatus !== this.data.gameSessionStatus
|
||||
&& (nextPatch.gameSessionStatus === 'finished' || nextPatch.gameSessionStatus === 'failed')
|
||||
) {
|
||||
this.syncResultSceneSnapshot()
|
||||
nextData.showResultScene = true
|
||||
nextData.showDebugPanel = false
|
||||
nextData.showGameInfoPanel = false
|
||||
nextData.showSystemSettingsPanel = false
|
||||
clearGameInfoPanelSyncTimer()
|
||||
} else if (nextPatch.gameSessionStatus === 'running' || nextPatch.gameSessionStatus === 'idle') {
|
||||
nextData.showResultScene = false
|
||||
}
|
||||
}
|
||||
|
||||
if (Object.keys(nextData).length || Object.keys(derivedPatch).length) {
|
||||
this.setData({
|
||||
...nextData,
|
||||
@@ -1341,6 +1380,16 @@ Page({
|
||||
}
|
||||
},
|
||||
|
||||
handleConnectAllMockSources() {
|
||||
if (!mapEngine) {
|
||||
return
|
||||
}
|
||||
mapEngine.handleConnectMockLocationBridge()
|
||||
mapEngine.handleSetMockLocationMode()
|
||||
mapEngine.handleSetMockHeartRateMode()
|
||||
mapEngine.handleConnectMockHeartRateBridge()
|
||||
},
|
||||
|
||||
handleMockBridgeUrlInput(event: WechatMiniprogram.Input) {
|
||||
this.setData({
|
||||
mockBridgeUrlDraft: event.detail.value,
|
||||
@@ -1485,7 +1534,7 @@ Page({
|
||||
},
|
||||
|
||||
handleForceExitGame() {
|
||||
if (!mapEngine || this.data.gameSessionStatus === 'idle') {
|
||||
if (!mapEngine || this.data.gameSessionStatus !== 'running') {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -1555,6 +1604,21 @@ Page({
|
||||
})
|
||||
},
|
||||
|
||||
syncResultSceneSnapshot() {
|
||||
if (!mapEngine) {
|
||||
return
|
||||
}
|
||||
|
||||
const snapshot = mapEngine.getResultSceneSnapshot()
|
||||
this.setData({
|
||||
resultSceneTitle: snapshot.title,
|
||||
resultSceneSubtitle: snapshot.subtitle,
|
||||
resultSceneHeroLabel: snapshot.heroLabel,
|
||||
resultSceneHeroValue: snapshot.heroValue,
|
||||
resultSceneRows: snapshot.rows,
|
||||
})
|
||||
},
|
||||
|
||||
scheduleGameInfoPanelSnapshotSync() {
|
||||
if (!this.data.showGameInfoPanel) {
|
||||
clearGameInfoPanelSyncTimer()
|
||||
@@ -1614,6 +1678,27 @@ Page({
|
||||
|
||||
handleGameInfoPanelTap() {},
|
||||
|
||||
handleResultSceneTap() {},
|
||||
|
||||
handleCloseResultScene() {
|
||||
this.setData({
|
||||
showResultScene: false,
|
||||
})
|
||||
},
|
||||
|
||||
handleRestartFromResult() {
|
||||
if (!mapEngine) {
|
||||
return
|
||||
}
|
||||
this.setData({
|
||||
showResultScene: false,
|
||||
}, () => {
|
||||
if (mapEngine) {
|
||||
mapEngine.handleStartGame()
|
||||
}
|
||||
})
|
||||
},
|
||||
|
||||
handleOpenSystemSettingsPanel() {
|
||||
clearGameInfoPanelSyncTimer()
|
||||
this.setData({
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
</view>
|
||||
|
||||
|
||||
<view class="map-stage__overlay-center-layer" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showSystemSettingsPanel}}">
|
||||
<view class="map-stage__overlay-center-layer" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showResultScene && !showSystemSettingsPanel}}">
|
||||
<view class="center-scale-ruler" wx:if="{{centerScaleRulerVisible}}" style="left: {{centerScaleRulerCenterXPx}}px; top: {{centerScaleRulerZeroYPx}}px; height: {{centerScaleRulerHeightPx}}px;">
|
||||
<view class="center-scale-ruler__axis" style="bottom: {{centerScaleRulerAxisBottomPx}}px;"></view>
|
||||
<view class="center-scale-ruler__arrow"></view>
|
||||
@@ -46,7 +46,7 @@
|
||||
<view wx:for="{{centerScaleRulerMajorMarks}}" wx:key="key" class="center-scale-ruler__label" style="top: {{item.topPx}}px;">{{item.label}}</view>
|
||||
</view>
|
||||
</view>
|
||||
<view class="map-stage__overlay">
|
||||
<view class="map-stage__overlay" wx:if="{{!showResultScene}}">
|
||||
<view class="map-stage__bottom">
|
||||
<view class="compass-widget">
|
||||
<view class="compass-widget__heading-wrap">
|
||||
@@ -80,18 +80,18 @@
|
||||
</view>
|
||||
</view>
|
||||
|
||||
<view class="game-punch-hint" wx:if="{{showPunchHintBanner && punchHintText}}" style="top: {{topInsetHeight}}px;" catchtouchstart="handlePunchHintTap" catchtouchmove="handlePunchHintTap" catchtouchend="handlePunchHintTap">
|
||||
<view class="game-punch-hint" wx:if="{{!showResultScene && showPunchHintBanner && punchHintText}}" style="top: {{topInsetHeight}}px;" catchtouchstart="handlePunchHintTap" catchtouchmove="handlePunchHintTap" catchtouchend="handlePunchHintTap">
|
||||
<view class="game-punch-hint__text">{{punchHintText}}</view>
|
||||
<view class="game-punch-hint__close" catchtouchstart="handlePunchHintTap" catchtouchmove="handlePunchHintTap" catchtouchend="handlePunchHintTap" catchtap="handleClosePunchHint">×</view>
|
||||
</view>
|
||||
|
||||
<cover-view class="map-side-toggle {{sideButtonPlacement === 'right' ? 'map-side-toggle--right' : 'map-side-toggle--left'}}" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showSystemSettingsPanel}}" style="top: {{topInsetHeight}}px;" bindtap="handleCycleSideButtons">
|
||||
<cover-view class="map-side-toggle {{sideButtonPlacement === 'right' ? 'map-side-toggle--right' : 'map-side-toggle--left'}}" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showResultScene && !showSystemSettingsPanel}}" style="top: {{topInsetHeight}}px;" bindtap="handleCycleSideButtons">
|
||||
<cover-view class="map-side-button map-side-button--icon">
|
||||
<cover-image class="map-side-button__image" src="{{sideToggleIconSrc}}"></cover-image>
|
||||
</cover-view>
|
||||
</cover-view>
|
||||
|
||||
<cover-view class="map-side-column {{sideButtonPlacement === 'right' ? 'map-side-column--right-group' : 'map-side-column--left'}} map-side-column--left-group" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showSystemSettingsPanel && showLeftButtonGroup}}" style="top: {{topInsetHeight}}px;">
|
||||
<cover-view class="map-side-column {{sideButtonPlacement === 'right' ? 'map-side-column--right-group' : 'map-side-column--left'}} map-side-column--left-group" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showResultScene && !showSystemSettingsPanel && showLeftButtonGroup}}" style="top: {{topInsetHeight}}px;">
|
||||
<cover-view class="map-side-button map-side-button--icon" bindtap="handleToggleMapRotateMode"><cover-image class="map-side-button__rotate-image {{orientationMode === 'heading-up' ? 'map-side-button__rotate-image--active' : ''}}" src="../../assets/btn_map_rotate_cropped.png"></cover-image></cover-view>
|
||||
<cover-view class="{{sideButton2Class}}" bindtap="handleToggleGpsLock">
|
||||
<cover-image
|
||||
@@ -111,15 +111,15 @@
|
||||
<cover-view class="{{sideButton4Class}}" bindtap="handleForceExitGame"><cover-image class="map-side-button__action-image" src="../../assets/btn_exit.png"></cover-image></cover-view>
|
||||
</cover-view>
|
||||
|
||||
<cover-view class="map-punch-button {{punchButtonEnabled ? 'map-punch-button--active' : ''}} {{punchButtonFxClass}}" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showSystemSettingsPanel}}" bindtap="handlePunchAction">
|
||||
<cover-view class="map-punch-button {{punchButtonEnabled ? 'map-punch-button--active' : ''}} {{punchButtonFxClass}}" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showResultScene && !showSystemSettingsPanel}}" bindtap="handlePunchAction">
|
||||
<cover-view class="map-punch-button__text">{{punchButtonText}}</cover-view>
|
||||
</cover-view>
|
||||
|
||||
<cover-view class="screen-button-layer screen-button-layer--start-left" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showSystemSettingsPanel && showBottomDebugButton && gameSessionStatus === 'idle'}}" bindtap="handleStartGame">
|
||||
<cover-view class="screen-button-layer screen-button-layer--start-left" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showResultScene && !showSystemSettingsPanel && showBottomDebugButton && gameSessionStatus !== 'running'}}" bindtap="handleStartGame">
|
||||
<cover-view class="screen-button-layer__text screen-button-layer__text--start">开始</cover-view>
|
||||
</cover-view>
|
||||
|
||||
<cover-view class="screen-button-layer screen-button-layer--bottom-left" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showSystemSettingsPanel && showBottomDebugButton}}" bindtap="handleToggleDebugPanel">
|
||||
<cover-view class="screen-button-layer screen-button-layer--bottom-left" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showResultScene && !showSystemSettingsPanel && showBottomDebugButton}}" bindtap="handleToggleDebugPanel">
|
||||
<cover-view class="screen-button-layer__icon">
|
||||
<cover-view class="screen-button-layer__line"></cover-view>
|
||||
<cover-view class="screen-button-layer__stand"></cover-view>
|
||||
@@ -127,7 +127,7 @@
|
||||
<cover-view class="screen-button-layer__text">调试</cover-view>
|
||||
</cover-view>
|
||||
|
||||
<swiper wx:if="{{!showGameInfoPanel && !showSystemSettingsPanel}}" class="race-panel-swiper" current="{{hudPanelIndex}}" bindchange="handleHudPanelChange" duration="220" easing-function="easeOutCubic">
|
||||
<swiper wx:if="{{!showGameInfoPanel && !showResultScene && !showSystemSettingsPanel}}" class="race-panel-swiper" current="{{hudPanelIndex}}" bindchange="handleHudPanelChange" duration="220" easing-function="easeOutCubic">
|
||||
<swiper-item>
|
||||
<view class="race-panel race-panel--tone-{{panelTelemetryTone}}">
|
||||
<view class="race-panel__tag race-panel__tag--top-left">{{panelActionTagText}}</view>
|
||||
@@ -232,7 +232,7 @@
|
||||
</view>
|
||||
</swiper-item>
|
||||
</swiper>
|
||||
<view class="race-panel-pager" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showSystemSettingsPanel}}">
|
||||
<view class="race-panel-pager" wx:if="{{!showDebugPanel && !showGameInfoPanel && !showResultScene && !showSystemSettingsPanel}}">
|
||||
<view class="race-panel-pager__dot {{hudPanelIndex === 0 ? 'race-panel-pager__dot--active' : ''}}"></view>
|
||||
<view class="race-panel-pager__dot {{hudPanelIndex === 1 ? 'race-panel-pager__dot--active' : ''}}"></view>
|
||||
</view>
|
||||
@@ -276,6 +276,31 @@
|
||||
</view>
|
||||
</view>
|
||||
|
||||
<view class="result-scene-modal" wx:if="{{showResultScene}}" bindtap="handleCloseResultScene">
|
||||
<view class="result-scene-modal__dialog" catchtap="handleResultSceneTap">
|
||||
<view class="result-scene-modal__eyebrow">RESULT</view>
|
||||
<view class="result-scene-modal__title">{{resultSceneTitle}}</view>
|
||||
<view class="result-scene-modal__subtitle">{{resultSceneSubtitle}}</view>
|
||||
|
||||
<view class="result-scene-modal__hero">
|
||||
<view class="result-scene-modal__hero-label">{{resultSceneHeroLabel}}</view>
|
||||
<view class="result-scene-modal__hero-value">{{resultSceneHeroValue}}</view>
|
||||
</view>
|
||||
|
||||
<view class="result-scene-modal__rows">
|
||||
<view class="result-scene-modal__row" wx:for="{{resultSceneRows}}" wx:key="label">
|
||||
<text class="result-scene-modal__row-label">{{item.label}}</text>
|
||||
<text class="result-scene-modal__row-value">{{item.value}}</text>
|
||||
</view>
|
||||
</view>
|
||||
|
||||
<view class="result-scene-modal__actions">
|
||||
<view class="result-scene-modal__action result-scene-modal__action--secondary" bindtap="handleCloseResultScene">返回地图</view>
|
||||
<view class="result-scene-modal__action result-scene-modal__action--primary" bindtap="handleRestartFromResult">再来一局</view>
|
||||
</view>
|
||||
</view>
|
||||
</view>
|
||||
|
||||
<view class="game-info-modal" wx:if="{{showSystemSettingsPanel}}" bindtap="handleCloseSystemSettingsPanel">
|
||||
<view class="game-info-modal__dialog" catchtap="handleSystemSettingsPanelTap">
|
||||
<view class="game-info-modal__header">
|
||||
@@ -525,6 +550,9 @@
|
||||
<view class="debug-section__title">Sensors</view>
|
||||
<view class="debug-section__desc">定位、罗盘与心率带连接状态</view>
|
||||
</view>
|
||||
<view class="control-row">
|
||||
<view class="control-chip control-chip--primary" bindtap="handleConnectAllMockSources">一键连接模拟源</view>
|
||||
</view>
|
||||
<view class="debug-group-title">定位</view>
|
||||
<view class="info-panel__row">
|
||||
<text class="info-panel__label">GPS</text>
|
||||
|
||||
@@ -1327,6 +1327,130 @@
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
.result-scene-modal {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
padding: 0 28rpx;
|
||||
box-sizing: border-box;
|
||||
background: rgba(7, 18, 12, 0.38);
|
||||
z-index: 32;
|
||||
}
|
||||
|
||||
.result-scene-modal__dialog {
|
||||
width: 100%;
|
||||
max-width: 680rpx;
|
||||
padding: 36rpx 32rpx 30rpx;
|
||||
border-radius: 40rpx;
|
||||
background: rgba(248, 251, 244, 0.98);
|
||||
box-shadow: 0 22rpx 68rpx rgba(7, 18, 12, 0.24);
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
.result-scene-modal__eyebrow {
|
||||
font-size: 22rpx;
|
||||
font-weight: 800;
|
||||
letter-spacing: 4rpx;
|
||||
color: #5f7a65;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.result-scene-modal__title {
|
||||
margin-top: 14rpx;
|
||||
font-size: 46rpx;
|
||||
line-height: 1.08;
|
||||
font-weight: 700;
|
||||
color: #163020;
|
||||
}
|
||||
|
||||
.result-scene-modal__subtitle {
|
||||
margin-top: 12rpx;
|
||||
font-size: 24rpx;
|
||||
line-height: 1.35;
|
||||
color: #5f7a65;
|
||||
}
|
||||
|
||||
.result-scene-modal__hero {
|
||||
margin-top: 28rpx;
|
||||
padding: 26rpx 24rpx 22rpx;
|
||||
border-radius: 28rpx;
|
||||
background: linear-gradient(180deg, rgba(35, 135, 87, 0.12), rgba(35, 135, 87, 0.06));
|
||||
}
|
||||
|
||||
.result-scene-modal__hero-label {
|
||||
font-size: 22rpx;
|
||||
font-weight: 700;
|
||||
color: #4d6852;
|
||||
}
|
||||
|
||||
.result-scene-modal__hero-value {
|
||||
margin-top: 12rpx;
|
||||
font-size: 68rpx;
|
||||
line-height: 1;
|
||||
font-weight: 800;
|
||||
color: #163020;
|
||||
}
|
||||
|
||||
.result-scene-modal__rows {
|
||||
margin-top: 24rpx;
|
||||
border-radius: 28rpx;
|
||||
overflow: hidden;
|
||||
background: rgba(22, 48, 32, 0.04);
|
||||
}
|
||||
|
||||
.result-scene-modal__row {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
gap: 24rpx;
|
||||
padding: 22rpx 24rpx;
|
||||
border-bottom: 1rpx solid rgba(22, 48, 32, 0.08);
|
||||
}
|
||||
|
||||
.result-scene-modal__row:last-child {
|
||||
border-bottom: none;
|
||||
}
|
||||
|
||||
.result-scene-modal__row-label {
|
||||
font-size: 24rpx;
|
||||
color: #5f7a65;
|
||||
}
|
||||
|
||||
.result-scene-modal__row-value {
|
||||
font-size: 26rpx;
|
||||
font-weight: 700;
|
||||
color: #163020;
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
.result-scene-modal__actions {
|
||||
margin-top: 28rpx;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 18rpx;
|
||||
}
|
||||
|
||||
.result-scene-modal__action {
|
||||
flex: 1;
|
||||
padding: 24rpx 18rpx;
|
||||
border-radius: 999rpx;
|
||||
text-align: center;
|
||||
font-size: 26rpx;
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
.result-scene-modal__action--secondary {
|
||||
background: rgba(22, 48, 32, 0.08);
|
||||
color: #163020;
|
||||
}
|
||||
|
||||
.result-scene-modal__action--primary {
|
||||
background: #163020;
|
||||
color: #f7fbf2;
|
||||
}
|
||||
|
||||
.debug-section--info {
|
||||
margin-top: 14rpx;
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ import { lonLatToWorldTile, webMercatorToLonLat, type LonLatPoint } from './proj
|
||||
import { parseOrienteeringCourseKml, type OrienteeringCourseData } from './orienteeringCourse'
|
||||
import { mergeGameAudioConfig, type AudioCueKey, type GameAudioConfig, type GameAudioConfigOverrides, type PartialAudioCueConfig } from '../game/audio/audioConfig'
|
||||
import { mergeTelemetryConfig, type TelemetryConfig } from '../game/telemetry/telemetryConfig'
|
||||
import { type GameControlDisplayContentOverride } from '../game/core/gameDefinition'
|
||||
import {
|
||||
mergeGameHapticsConfig,
|
||||
mergeGameUiEffectsConfig,
|
||||
@@ -55,6 +56,7 @@ export interface RemoteMapConfig {
|
||||
skipRequiresConfirm: boolean
|
||||
autoFinishOnLastControl: boolean
|
||||
controlScoreOverrides: Record<string, number>
|
||||
controlContentOverrides: Record<string, GameControlDisplayContentOverride>
|
||||
defaultControlScore: number | null
|
||||
telemetryConfig: TelemetryConfig
|
||||
audioConfig: GameAudioConfig
|
||||
@@ -81,6 +83,7 @@ interface ParsedGameConfig {
|
||||
skipRequiresConfirm: boolean
|
||||
autoFinishOnLastControl: boolean
|
||||
controlScoreOverrides: Record<string, number>
|
||||
controlContentOverrides: Record<string, GameControlDisplayContentOverride>
|
||||
defaultControlScore: number | null
|
||||
telemetryConfig: TelemetryConfig
|
||||
audioConfig: GameAudioConfig
|
||||
@@ -759,6 +762,7 @@ function parseGameConfigFromJson(text: string, gameConfigUrl: string): ParsedGam
|
||||
? rawPlayfield.controlOverrides as Record<string, unknown>
|
||||
: null
|
||||
const controlScoreOverrides: Record<string, number> = {}
|
||||
const controlContentOverrides: Record<string, GameControlDisplayContentOverride> = {}
|
||||
if (rawControlOverrides) {
|
||||
const keys = Object.keys(rawControlOverrides)
|
||||
for (const key of keys) {
|
||||
@@ -770,6 +774,27 @@ function parseGameConfigFromJson(text: string, gameConfigUrl: string): ParsedGam
|
||||
if (Number.isFinite(scoreValue)) {
|
||||
controlScoreOverrides[key] = scoreValue
|
||||
}
|
||||
const titleValue = typeof (item as Record<string, unknown>).title === 'string'
|
||||
? ((item as Record<string, unknown>).title as string).trim()
|
||||
: ''
|
||||
const bodyValue = typeof (item as Record<string, unknown>).body === 'string'
|
||||
? ((item as Record<string, unknown>).body as string).trim()
|
||||
: ''
|
||||
const autoPopupValue = (item as Record<string, unknown>).autoPopup
|
||||
const onceValue = (item as Record<string, unknown>).once
|
||||
const priorityNumeric = Number((item as Record<string, unknown>).priority)
|
||||
const hasAutoPopup = typeof autoPopupValue === 'boolean'
|
||||
const hasOnce = typeof onceValue === 'boolean'
|
||||
const hasPriority = Number.isFinite(priorityNumeric)
|
||||
if (titleValue || bodyValue || hasAutoPopup || hasOnce || hasPriority) {
|
||||
controlContentOverrides[key] = {
|
||||
...(titleValue ? { title: titleValue } : {}),
|
||||
...(bodyValue ? { body: bodyValue } : {}),
|
||||
...(hasAutoPopup ? { autoPopup: !!autoPopupValue } : {}),
|
||||
...(hasOnce ? { once: !!onceValue } : {}),
|
||||
...(hasPriority ? { priority: Math.max(0, Math.round(priorityNumeric)) } : {}),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -859,6 +884,7 @@ function parseGameConfigFromJson(text: string, gameConfigUrl: string): ParsedGam
|
||||
true,
|
||||
),
|
||||
controlScoreOverrides,
|
||||
controlContentOverrides,
|
||||
defaultControlScore: rawScoring && rawScoring.defaultControlScore !== undefined
|
||||
? parsePositiveNumber(rawScoring.defaultControlScore, 10)
|
||||
: null,
|
||||
@@ -921,6 +947,7 @@ function parseGameConfigFromYaml(text: string, gameConfigUrl: string): ParsedGam
|
||||
skipRequiresConfirm: parseBoolean(config.skiprequiresconfirm, true),
|
||||
autoFinishOnLastControl: parseBoolean(config.autofinishonlastcontrol, true),
|
||||
controlScoreOverrides: {},
|
||||
controlContentOverrides: {},
|
||||
defaultControlScore: null,
|
||||
telemetryConfig: parseTelemetryConfig({
|
||||
heartRate: {
|
||||
@@ -1206,6 +1233,7 @@ export async function loadRemoteMapConfig(gameConfigUrl: string): Promise<Remote
|
||||
skipRequiresConfirm: gameConfig.skipRequiresConfirm,
|
||||
autoFinishOnLastControl: gameConfig.autoFinishOnLastControl,
|
||||
controlScoreOverrides: gameConfig.controlScoreOverrides,
|
||||
controlContentOverrides: gameConfig.controlContentOverrides,
|
||||
defaultControlScore: gameConfig.defaultControlScore,
|
||||
telemetryConfig: gameConfig.telemetryConfig,
|
||||
audioConfig: gameConfig.audioConfig,
|
||||
|
||||
293
result-scene-proposal.md
Normal file
293
result-scene-proposal.md
Normal file
@@ -0,0 +1,293 @@
|
||||
# 游戏结算层方案
|
||||
|
||||
## 1. 目标
|
||||
|
||||
为游戏结束后的结果展示建立独立结算层,不把结算逻辑散落在:
|
||||
|
||||
- 规则层
|
||||
- HUD
|
||||
- 顶部提示
|
||||
- 页面临时弹窗
|
||||
|
||||
目标是:
|
||||
|
||||
- 统一承接结束态
|
||||
- 展示成绩与摘要信息
|
||||
- 支撑不同玩法的结算差异
|
||||
- 为后续文创奖励、奖章、分享做扩展位
|
||||
|
||||
一句话:
|
||||
|
||||
**把“比赛结束后显示点什么”提升为正式的结果场景能力。**
|
||||
|
||||
---
|
||||
|
||||
## 2. 当前现状
|
||||
|
||||
当前项目已经有:
|
||||
|
||||
- `session_finished`
|
||||
- `gameSessionStatus = finished`
|
||||
- 基础成绩、里程、时长、心率等 telemetry
|
||||
- 游戏信息面板可读取当前状态快照
|
||||
|
||||
但还没有正式的:
|
||||
|
||||
- `ResultScene`
|
||||
- `SummaryModel`
|
||||
- 结束后专属页面承载
|
||||
|
||||
---
|
||||
|
||||
## 3. 设计原则
|
||||
|
||||
### 3.1 结算不应只是提示条
|
||||
|
||||
结束不是一个瞬时反馈,而是一次阶段切换。
|
||||
|
||||
所以它需要独立层,而不是只弹一句:
|
||||
|
||||
- 已完成
|
||||
- 已结束
|
||||
|
||||
### 3.2 结算要与玩法解耦
|
||||
|
||||
顺序赛、积分赛、后续幽灵赛、金币赛,结算内容不同。
|
||||
|
||||
所以应该有:
|
||||
|
||||
- 通用结算结构
|
||||
- 玩法补充区块
|
||||
|
||||
### 3.3 结算要可扩
|
||||
|
||||
后续可能加入:
|
||||
|
||||
- 奖章
|
||||
- 排名
|
||||
- 收藏卡
|
||||
- 文创解锁
|
||||
- 分享图
|
||||
|
||||
所以一开始就要留结构。
|
||||
|
||||
---
|
||||
|
||||
## 4. 建议的新层级
|
||||
|
||||
建议增加:
|
||||
|
||||
- `ResultScene`
|
||||
|
||||
概念上与这些层并列:
|
||||
|
||||
- `MapPresentation`
|
||||
- `HUD`
|
||||
- `Feedback`
|
||||
- `ContentExperienceLayer`
|
||||
|
||||
职责:
|
||||
|
||||
- 承接结束态
|
||||
- 持有结算模型
|
||||
- 控制显示与关闭
|
||||
- 为玩法结果提供统一展示结构
|
||||
|
||||
---
|
||||
|
||||
## 5. 建议的数据模型
|
||||
|
||||
### 5.1 SummaryModel
|
||||
|
||||
```ts
|
||||
interface ResultSummaryModel {
|
||||
title: string
|
||||
subtitle: string
|
||||
mode: string
|
||||
finished: boolean
|
||||
durationMs: number
|
||||
distanceMeters: number
|
||||
averageSpeedKmh: number | null
|
||||
calories: number | null
|
||||
averageHeartRateBpm: number | null
|
||||
completedCount: number
|
||||
skippedCount: number
|
||||
totalCount: number
|
||||
score: number | null
|
||||
extraRows: Array<{ label: string; value: string }>
|
||||
}
|
||||
```
|
||||
|
||||
### 5.2 ResultSceneState
|
||||
|
||||
```ts
|
||||
interface ResultSceneState {
|
||||
visible: boolean
|
||||
summary: ResultSummaryModel | null
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 6. 第一阶段应展示什么
|
||||
|
||||
建议先做一版“基础结算页”,不要一上来做复杂演出。
|
||||
|
||||
### 通用区域
|
||||
|
||||
- 赛事名称
|
||||
- 玩法名称
|
||||
- 完成状态
|
||||
- 总用时
|
||||
- 总里程
|
||||
- 平均速度
|
||||
- 卡路里
|
||||
- 平均心率
|
||||
|
||||
### 玩法区域
|
||||
|
||||
顺序赛:
|
||||
|
||||
- 完成控制点数量
|
||||
- 跳过点数量
|
||||
- 总控制点数量
|
||||
|
||||
积分赛:
|
||||
|
||||
- 总得分
|
||||
- 已完成点数
|
||||
- 未完成点数
|
||||
|
||||
### 操作区
|
||||
|
||||
- 返回地图
|
||||
- 关闭
|
||||
- 后续再加重开 / 分享
|
||||
|
||||
---
|
||||
|
||||
## 7. 配置建议
|
||||
|
||||
建议在配置中预留:
|
||||
|
||||
```json
|
||||
{
|
||||
"game": {
|
||||
"result": {
|
||||
"enabled": true,
|
||||
"showTelemetry": true,
|
||||
"showCollectedContent": true,
|
||||
"showAwards": false,
|
||||
"template": "default"
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
这意味着:
|
||||
|
||||
- 结算是否启用
|
||||
- 展示哪些区块
|
||||
- 用哪个模板
|
||||
|
||||
都可配置。
|
||||
|
||||
---
|
||||
|
||||
## 8. 与当前架构的关系
|
||||
|
||||
### 规则层
|
||||
|
||||
负责:
|
||||
|
||||
- 产出 `session_finished`
|
||||
|
||||
### Telemetry
|
||||
|
||||
负责:
|
||||
|
||||
- 提供里程、速度、心率、卡路里等数据
|
||||
|
||||
### MapEngine
|
||||
|
||||
负责:
|
||||
|
||||
- 在结束时汇总通用结算模型
|
||||
- 把结果快照送到页面层
|
||||
|
||||
### 页面层
|
||||
|
||||
负责:
|
||||
|
||||
- 渲染结算页
|
||||
|
||||
---
|
||||
|
||||
## 9. 第一阶段最小实施范围
|
||||
|
||||
建议第一阶段只做:
|
||||
|
||||
1. `session_finished -> ResultScene`
|
||||
2. 基础 summary 展示
|
||||
3. 顺序赛 / 积分赛的简单差异化字段
|
||||
4. 手动关闭 / 返回地图
|
||||
|
||||
先不要一上来做:
|
||||
|
||||
- 复杂章节动画
|
||||
- 排名
|
||||
- 分享图生成
|
||||
- 复杂奖章系统
|
||||
|
||||
---
|
||||
|
||||
## 10. 后续扩展方向
|
||||
|
||||
这层建好后,可以逐步加:
|
||||
|
||||
- 文创奖励
|
||||
- 奖章 / 成就
|
||||
- 排名
|
||||
- 解锁内容
|
||||
- 分享卡
|
||||
- 二次引导
|
||||
|
||||
---
|
||||
|
||||
## 11. 推荐实施顺序
|
||||
|
||||
1. 定义 `ResultSummaryModel`
|
||||
2. 在 `MapEngine` 汇总结束快照
|
||||
3. 页面层增加结果面板
|
||||
4. 顺序赛 / 积分赛各补一组玩法字段
|
||||
5. 再考虑动画、奖励和品牌内容
|
||||
|
||||
---
|
||||
|
||||
## 12. 与文创体验层的配合
|
||||
|
||||
后续建议:
|
||||
|
||||
- 文创体验层
|
||||
- 承接“游戏中途”的体验
|
||||
- 结算层
|
||||
- 承接“游戏结束后”的体验
|
||||
|
||||
二者不要混。
|
||||
|
||||
如果后续结算后要解锁文创卡片,可以由:
|
||||
|
||||
- `ResultScene`
|
||||
- 显示结算
|
||||
- 结算完成后
|
||||
- 再触发内容奖励卡
|
||||
|
||||
---
|
||||
|
||||
## 13. 结论
|
||||
|
||||
当前最合适的方向不是继续在结束时零散堆文案,而是:
|
||||
|
||||
**正式增加一层 `ResultScene`,承接顺序赛、积分赛以及未来更多玩法的统一结算体验。**
|
||||
|
||||
第一阶段先做基础 summary,后续再逐步接入文创奖励、奖章、排名和过场动画。
|
||||
Reference in New Issue
Block a user