Merge branch 'codex/feature-1'
# Conflicts: # docs/【玩法创作】平台入口与玩法链路-2026-05-15.md # src/components/platform-entry/PlatformEntryFlowShellImpl.tsx # src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx # src/services/miniGameDraftGenerationProgress.ts
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@@ -809,7 +809,54 @@ function resolveElapsedActiveStepProgressRatio(
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? WOODEN_FISH_ESTIMATED_WAIT_MS
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: 1;
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return Math.max(0, Math.min(0.98, elapsedMs / Math.max(1, estimatedWaitMs)));
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return Math.max(
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0,
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Math.min(0.98, elapsedMs / Math.max(1, estimatedWaitMs)),
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);
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}
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/** 计算拼图生成总进度,后端里程碑决定跨步骤,当前步骤内使用平滑假进度。 */
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function resolvePuzzleOverallProgress(
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state: MiniGameDraftGenerationState,
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activeStepProgressRatio: number,
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) {
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const backendProgressPercent = resolvePuzzleBackendProgressPercent(state);
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// 中文注释:88 以下的后端进度只保留为会话事实,不参与首帧总进度抬升。
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// 生成页恢复时必须先从 0% 起步,再由当前步骤内的假进度平滑推进。
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const backendProgressFloor =
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backendProgressPercent != null &&
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backendProgressPercent >= PUZZLE_COMPILE_MILESTONE_PROGRESS
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? backendProgressPercent
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: 0;
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const range =
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state.phase === 'puzzle-select-image'
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? {
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start: PUZZLE_UI_MILESTONE_PROGRESS,
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end: PUZZLE_NON_READY_MAX_PROGRESS,
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}
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: state.phase === 'puzzle-ui-assets'
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? {
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start: PUZZLE_IMAGE_MILESTONE_PROGRESS,
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end: PUZZLE_UI_MILESTONE_PROGRESS,
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}
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: state.phase === 'puzzle-cover-image' ||
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state.phase === 'puzzle-level-scene'
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? {
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start: PUZZLE_COMPILE_MILESTONE_PROGRESS,
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end: PUZZLE_IMAGE_MILESTONE_PROGRESS,
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}
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: {
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start: 0,
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end: PUZZLE_COMPILE_MILESTONE_PROGRESS,
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};
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const fakeProgress =
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range.start + (range.end - range.start) * activeStepProgressRatio;
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const nextProgress = Math.min(
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PUZZLE_NON_READY_MAX_PROGRESS,
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Math.max(range.start, backendProgressFloor, fakeProgress),
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);
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return nextProgress;
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}
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export function buildMiniGameDraftGenerationProgress(
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