666 lines
18 KiB
Vue
666 lines
18 KiB
Vue
<!--
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todo:
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1. 优化暗色描边
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2. 优化对话框三角布局
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3. 整理代码结构
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-->
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<template>
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<template v-if="state.SpinePlayerEnabled">
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<div
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ref="playerContainer"
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class="playerContainer"
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@click="handlePlayerClick"
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@touchstart="handlePlayerClick"
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></div>
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<transition name="fade">
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<div v-if="showDialog" class="chatdialog-container">
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<div class="chatdialog-triangle"></div>
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<div class="chatdialog">{{ currentDialog }}</div>
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</div>
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</transition>
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</template>
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</template>
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<script setup lang="js">
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import { onMounted, ref, watch, computed } from 'vue'
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import { useStore } from '../../store'
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const { state } = useStore()
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import { useData } from 'vitepress'
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const themeConfig = useData().theme.value
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const spineVoiceLang = themeConfig.spineVoiceLang
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import { spine } from './spine-player.js'
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// 定义两套spine资产信息
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const spineAssets = {
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arona: {
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skelUrl: "/spine_assets/arona/arona_spr.skel",
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atlasUrl: "/spine_assets/arona/arona_spr.atlas",
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idleAnimationName: "Idle_01",
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eyeCloseAnimationName: "Eye_Close_01",
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rightEyeBone: "R_Eye_01",
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leftEyeBone: "L_Eye_01",
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frontHeadBone: "Head_01",
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backHeadBone: "Head_Back",
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eyeRotationAngle: 76.307,
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voiceConfig: [
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{
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audio: `/spine_assets/arona/audio/${spineVoiceLang}/arona_01.ogg`,
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animation: '12',
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text: '您回来了?我等您很久啦!'
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},
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{
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audio: `/spine_assets/arona/audio/${spineVoiceLang}/arona_02.ogg`,
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animation: '03',
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text: '嗯,不错,今天也是个好天气。'
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},
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{
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audio: `/spine_assets/arona/audio/${spineVoiceLang}/arona_03.ogg`,
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animation: '02',
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text: '天空真是广啊……\n另一边会有些什么呢?'
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},
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{
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audio: `/spine_assets/arona/audio/${spineVoiceLang}/arona_04.ogg`,
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animation: '18',
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text: '偶尔也要为自己的健康着想啊,\n老师,我会很担心的。'
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},
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{
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audio: `/spine_assets/arona/audio/${spineVoiceLang}/arona_05.ogg`,
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animation: '25',
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text: '来,加油吧,老师!'
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},
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{
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audio: `/spine_assets/arona/audio/${spineVoiceLang}/arona_06.ogg`,
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animation: '11',
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text: '今天又会有什么事情在等着我呢?'
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}
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]
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},
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plana: {
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skelUrl: "/spine_assets/plana/plana_spr.skel",
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atlasUrl: "/spine_assets/plana/plana_spr.atlas",
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idleAnimationName: "Idle_01",
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eyeCloseAnimationName: "Eye_Close_01",
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rightEyeBone: "R_Eye_01",
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leftEyeBone: "L_Eye_01",
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frontHeadBone: "Head_Rot",
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backHeadBone: "Head_Back",
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eyeRotationAngle: 97.331,
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voiceConfig: [
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{
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audio: `/spine_assets/plana/audio/${spineVoiceLang}/plana_02.ogg`,
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animation: '06',
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text: '我明白了,\n老师现在无事可做,很无聊。'
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},
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{
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audio: `/spine_assets/plana/audio/${spineVoiceLang}/plana_01.ogg`,
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animation: '13',
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text: '混乱,该行动无法理解。\n请不要戳我,会出现故障。'
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},
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{
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audio: `/spine_assets/plana/audio/${spineVoiceLang}/plana_03.ogg`,
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animation: '15',
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text: '确认连接。'
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},
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{
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audio: `/spine_assets/plana/audio/${spineVoiceLang}/plana_04.ogg`,
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animation: '99',
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text: '正在待命,\n需要解决的任务还有很多。'
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},
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{
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audio: `/spine_assets/plana/audio/${spineVoiceLang}/plana_05.ogg`,
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animation: '17',
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text: '等您很久了。'
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},
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]
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}
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}
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const playerContainer = ref(null)
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let player = null
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let blinkInterval = null
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let isEyeControlDisabled = ref(false)
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let eyeControlTimer = null
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let currentAnimationState = null // 添加动画状态引用
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let currentCharacter = ref('arona')
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let audioPlayers = []
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// 添加客户端就绪状态
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const clientReady = ref(false)
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// 添加音频上下文管理器
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const AudioManager = {
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context: null,
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buffers: new Map(),
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currentSource: null,
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gainNode: null,
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initialize() {
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if (!clientReady.value) return
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if (!this.context) {
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this.context = new (window.AudioContext || window.webkitAudioContext)();
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// 创建增益节点,设置音量为50%
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this.gainNode = this.context.createGain();
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this.gainNode.gain.value = 0.5;
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this.gainNode.connect(this.context.destination);
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}
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},
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async loadAudioFile(url) {
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if (this.buffers.has(url)) {
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const entry = this.buffers.get(url);
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entry.lastUsed = Date.now();
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return entry.buffer;
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}
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try {
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const response = await fetch(url);
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const arrayBuffer = await response.arrayBuffer();
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const audioBuffer = await this.context.decodeAudioData(arrayBuffer);
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this.buffers.set(url, { buffer: audioBuffer, lastUsed: Date.now() });
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return audioBuffer;
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} catch (error) {
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console.error('音频加载失败:', error);
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return null;
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}
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},
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async playAudio(buffer) {
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if (this.currentSource) {
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this.currentSource.stop();
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}
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return new Promise((resolve) => {
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const source = this.context.createBufferSource();
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source.buffer = buffer;
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// 连接到增益节点而不是直接连接到目标
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source.connect(this.gainNode);
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source.onended = () => {
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if (this.currentSource === source) {
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this.currentSource = null;
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}
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resolve();
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};
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this.currentSource = source;
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source.start();
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});
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},
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clear() {
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if (this.currentSource) {
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this.currentSource.stop();
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this.currentSource = null;
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}
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this.buffers.clear();
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},
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gc() {
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// 清除超过5分钟未使用的音频缓存
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const now = Date.now()
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for (const [url, entry] of this.buffers.entries()) {
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if (now - entry.lastUsed > 300000) { // 5分钟
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this.buffers.delete(url)
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}
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}
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}
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}
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// 修改预加载音频函数
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const preloadAudio = async () => {
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if (!currentAssets.value) return false
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AudioManager.initialize()
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AudioManager.gc() // 清理过期缓存
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const loadPromises = currentAssets.value.voiceConfig.map(pair =>
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AudioManager.loadAudioFile(pair.audio)
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)
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return Promise.all(loadPromises).catch(error => {
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console.error('音频预加载失败:', error)
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return false
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})
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}
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const handleScroll = () => {
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if (!clientReady.value || !playerContainer.value) return
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const bottomReached = window.innerHeight + window.scrollY + 1 >= document.body.offsetHeight
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const chatDialog = document.querySelector('.chatdialog')
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if (isMobileDevice()) {
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if (bottomReached) {
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playerContainer.value.style.left = '-50%'
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if (chatDialog) {
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chatDialog.style.left = '-50%'
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}
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} else {
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playerContainer.value.style.left = '0%'
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}
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}
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}
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const isMobileDevice = () => {
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if (!clientReady.value) return false
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return /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
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}
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let isPlaying = false // 添加播放状态标志
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const showDialog = ref(false)
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const currentDialog = ref('')
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let lastPlayedIndex = -1 // 添加上一次播放的索引记录
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// 添加防抖处理
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const debounce = (fn, delay) => {
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let timer = null
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return function (...args) {
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if (timer) clearTimeout(timer)
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timer = setTimeout(() => {
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fn.apply(this, args)
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timer = null
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}, delay)
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}
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}
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// 在组件作用域添加重置状态引用
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const resetBonesState = ref(null)
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// 点击处理函数
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const handlePlayerClick = debounce(async (event) => {
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event.preventDefault();
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event.stopPropagation();
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// 检查是否正在播放
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if (!isPlaying) {
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isPlaying = true
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isEyeControlDisabled.value = true
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// 点击时重置眼睛位置
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resetBonesState.value?.()
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const currentConfig = spineAssets[currentCharacter.value].voiceConfig
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let randomIndex
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do {
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randomIndex = Math.floor(Math.random() * currentConfig.length)
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} while (randomIndex === lastPlayedIndex && currentConfig.length > 1)
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lastPlayedIndex = randomIndex
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const selectedPair = currentConfig[randomIndex]
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try {
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const buffer = await AudioManager.loadAudioFile(selectedPair.audio);
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if (!buffer) throw new Error('音频加载失败');
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currentDialog.value = selectedPair.text;
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showDialog.value = true;
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currentAnimationState.addAnimation(2, selectedPair.animation, false, 0);
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// 播放音频并等待结束
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await AudioManager.playAudio(buffer);
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// 音频播放结束后清理状态
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isPlaying = false;
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isEyeControlDisabled.value = false;
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currentAnimationState.setEmptyAnimation(2, 0);
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showDialog.value = false;
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} catch (error) {
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console.error('音频播放失败:', error);
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isPlaying = false;
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isEyeControlDisabled.value = false;
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showDialog.value = false;
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}
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}
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}, 300)
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// 提升 moveBones 函数到组件作用域以便在其他地方使用
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let moveBonesHandler = null
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const initializeSpinePlayer = async (assets) => {
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try {
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// 清理旧的实例
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if (blinkInterval) {
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clearTimeout(blinkInterval);
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}
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// 清理容器内容
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if (playerContainer.value) {
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playerContainer.value.innerHTML = '';
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}
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player = new spine.SpinePlayer(playerContainer.value, {
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skelUrl: assets.skelUrl,
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atlasUrl: assets.atlasUrl,
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premultipliedAlpha: true,
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backgroundColor: '#00000000',
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alpha: true,
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showControls: false,
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success: function (playerInstance) {
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playerInstance.setAnimation(assets.idleAnimationName, true)
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const skeleton = playerInstance.skeleton
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const animationState = playerInstance.animationState
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currentAnimationState = animationState // 保存动画状态引用
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const rightEyeBone = skeleton.findBone(assets.rightEyeBone)
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const leftEyeBone = skeleton.findBone(assets.leftEyeBone)
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const frontHeadBone = skeleton.findBone(assets.frontHeadBone)
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const backHeadBone = skeleton.findBone(assets.backHeadBone)
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const rightEyeCenterX = rightEyeBone ? rightEyeBone.data.x : 0
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const rightEyeCenterY = rightEyeBone ? rightEyeBone.data.y : 0
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const leftEyeCenterX = leftEyeBone ? leftEyeBone.data.x : 0
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const leftEyeCenterY = leftEyeBone ? leftEyeBone.data.y : 0
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const frontHeadCenterX = frontHeadBone ? frontHeadBone.data.x : 0
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const frontHeadCenterY = frontHeadBone ? frontHeadBone.data.y : 0
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const backHeadCenterX = backHeadBone ? backHeadBone.data.x : 0
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const backHeadCenterY = backHeadBone ? backHeadBone.data.y : 0
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// 骨骼移动限制
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const maxRadius = 15
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const frontHeadMaxRadius = 2
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const backHeadMaxRadius = 1
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function rotateVector(x, y, angle) {
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const cos = Math.cos(angle)
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const sin = Math.sin(angle)
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return {
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x: x * cos - y * sin,
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y: x * sin + y * cos
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}
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}
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function moveBones(event) {
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// 如果眼睛控制被禁用,直接返回
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if (isEyeControlDisabled.value) return
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const containerRect = playerContainer.value.getBoundingClientRect()
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const mouseX = event.clientX - (containerRect.right - containerRect.width / 2)
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const mouseY = event.clientY - (containerRect.bottom - containerRect.height * 4 / 5)
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// 将鼠标坐标偏移量进行逆旋转
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const eyeRotation = assets.eyeRotationAngle * (Math.PI / 180) // 眼睛旋转角度
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const rotatedMouse = rotateVector(mouseX, mouseY, -eyeRotation)
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const offsetX = rotatedMouse.x
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const offsetY = rotatedMouse.y
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const distance = Math.sqrt(offsetX * offsetX + offsetY * offsetY)
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const angle = Math.atan2(offsetY, offsetX)
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const maxDistance = Math.min(distance, maxRadius)
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const dx = -maxDistance * Math.cos(angle)
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const dy = maxDistance * Math.sin(angle)
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// 眼睛移动
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if (rightEyeBone) {
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rightEyeBone.x = rightEyeCenterX + dx
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rightEyeBone.y = rightEyeCenterY + dy
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}
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if (leftEyeBone) {
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leftEyeBone.x = leftEyeCenterX + dx
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leftEyeBone.y = leftEyeCenterY + dy
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}
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// 头部轻微移动
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const frontHeadDx = Math.min(distance, frontHeadMaxRadius) * Math.cos(angle)
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const frontHeadDy = Math.min(distance, frontHeadMaxRadius) * Math.sin(angle)
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const backHeadDx = Math.min(distance, backHeadMaxRadius) * Math.cos(angle)
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const backHeadDy = Math.min(distance, backHeadMaxRadius) * Math.sin(angle)
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if (frontHeadBone) {
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frontHeadBone.x = frontHeadCenterX - frontHeadDx
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frontHeadBone.y = frontHeadCenterY + frontHeadDy
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}
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if (backHeadBone) {
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backHeadBone.x = backHeadCenterX + backHeadDx
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backHeadBone.y = backHeadCenterY - backHeadDy
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}
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skeleton.updateWorldTransform()
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}
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function resetBones() {
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if (rightEyeBone) {
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rightEyeBone.x = rightEyeCenterX
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rightEyeBone.y = rightEyeCenterY
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}
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if (leftEyeBone) {
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leftEyeBone.x = leftEyeCenterX
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leftEyeBone.y = leftEyeCenterY
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}
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if (frontHeadBone) {
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frontHeadBone.x = frontHeadCenterX
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frontHeadBone.y = frontHeadCenterY
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}
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if (backHeadBone) {
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backHeadBone.x = backHeadCenterX
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backHeadBone.y = backHeadCenterY
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}
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skeleton.updateWorldTransform()
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}
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// 保存重置函数引用
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resetBonesState.value = resetBones
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function playBlinkAnimation() {
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const randomTime = Math.random() * 3 + 3 // 5-8秒的随机间隔
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const shouldDoubleBlink = Math.random() > 0.5 // 随机决定是否连续播放两次
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animationState.setAnimation(1, assets.eyeCloseAnimationName, false) // 在轨道1上播放眨眼动画
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if (shouldDoubleBlink) {
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animationState.addAnimation(1, assets.eyeCloseAnimationName, false, 0.1) // 短暂停留后再播放一次
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}
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// 随机时间后再调用眨眼动画
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blinkInterval = setTimeout(playBlinkAnimation, randomTime * 1000)
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}
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// 修改鼠标移动监听器的添加逻辑
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if (!isMobileDevice()) {
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moveBonesHandler = moveBones
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window.addEventListener('mousemove', moveBonesHandler)
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}
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playBlinkAnimation()
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},
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error: function (playerInstance, reason) {
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console.error('Spine加载失败: ' + reason)
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}
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})
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} catch(err) {
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console.error('Failed to initialize spine player:', err);
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}
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}
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// 将需要监听的状态提取为响应式引用
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const isDarkMode = computed(() => state.darkMode === 'dark')
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const isEnabled = computed(() => state.SpinePlayerEnabled)
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const currentAssets = computed(() => spineAssets[currentCharacter.value])
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// 事件委托
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const handleEvents = (event) => {
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if (event.type === 'scroll') {
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handleScroll()
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} else if (['mousemove', 'touchmove'].includes(event.type)) {
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moveBonesHandler?.(event)
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}
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}
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// 统一的清理函数
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const cleanup = () => {
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if (blinkInterval) clearTimeout(blinkInterval)
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if (eyeControlTimer) clearTimeout(eyeControlTimer)
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|
||
// 清理监听事件
|
||
window.removeEventListener('scroll', handleEvents)
|
||
if (moveBonesHandler && !isMobileDevice()) {
|
||
window.removeEventListener('mousemove', moveBonesHandler)
|
||
moveBonesHandler = null
|
||
}
|
||
|
||
if (playerContainer.value) {
|
||
playerContainer.value.innerHTML = ''
|
||
}
|
||
if (player) {
|
||
AudioManager.clear()
|
||
player = null
|
||
currentAnimationState = null
|
||
}
|
||
|
||
// 使用 WeakRef 来管理音频资源
|
||
if (clientReady.value && window.WeakRef) {
|
||
audioPlayers = audioPlayers.filter(player => {
|
||
const ref = new WeakRef(player)
|
||
return ref.deref() !== null
|
||
})
|
||
}
|
||
}
|
||
|
||
// 初始化函数
|
||
const initializeCharacter = async () => {
|
||
cleanup()
|
||
|
||
if (!isEnabled.value || !playerContainer.value) return
|
||
|
||
currentCharacter.value = isDarkMode.value ? 'plana' : 'arona'
|
||
|
||
try {
|
||
await Promise.all([
|
||
preloadAudio(),
|
||
initializeSpinePlayer(currentAssets.value)
|
||
])
|
||
} catch (err) {
|
||
console.error('初始化失败:', err)
|
||
}
|
||
}
|
||
|
||
const debouncedInitialize = debounce(initializeCharacter, 300)
|
||
|
||
// 监听主题切换和spine开关
|
||
watch([isDarkMode, isEnabled], async ([dark, enabled], [prevDark, prevEnabled]) => {
|
||
if (enabled !== prevEnabled) {
|
||
if (enabled) {
|
||
// 启用时初始化
|
||
debouncedInitialize()
|
||
} else {
|
||
// 禁用时清理资源
|
||
cleanup()
|
||
}
|
||
} else if (enabled && dark !== prevDark) {
|
||
// 主题变更且启用状态下重新初始化
|
||
debouncedInitialize()
|
||
}
|
||
}, { immediate: true })
|
||
|
||
|
||
onMounted(() => {
|
||
// 设置客户端就绪状态
|
||
clientReady.value = true
|
||
|
||
const options = { passive: true }
|
||
window.addEventListener('scroll', handleEvents, options)
|
||
if (!isMobileDevice()) {
|
||
window.addEventListener('mousemove', handleEvents, options)
|
||
}
|
||
|
||
// 如果启用了Spine播放器,初始化
|
||
if (state.SpinePlayerEnabled) {
|
||
debouncedInitialize()
|
||
}
|
||
})
|
||
</script>
|
||
|
||
<style scoped lang="less">
|
||
.playerContainer {
|
||
position: fixed;
|
||
bottom: 25px;
|
||
left: 0%;
|
||
z-index: 100;
|
||
width: 12vw;
|
||
height: 24vw;
|
||
filter: drop-shadow(0 0 3px rgba(40, 42, 44, 0.42));
|
||
transition: all 1s;
|
||
cursor: pointer;
|
||
}
|
||
.chatdialog-container {
|
||
position: fixed;
|
||
bottom: 10vw;
|
||
left: 2vw;
|
||
z-index: 101;
|
||
transition: all 1s;
|
||
pointer-events: none;
|
||
filter: drop-shadow(0 0 3px rgba(36, 36, 36, 0.6));
|
||
}
|
||
|
||
.chatdialog-triangle {
|
||
position: absolute;
|
||
left: 2vw;
|
||
top: -10px;
|
||
width: 0;
|
||
height: 0;
|
||
border-left: 10px solid transparent;
|
||
border-right: 10px solid transparent;
|
||
border-bottom: 10px solid rgba(255, 255, 255, 0.9);
|
||
z-index: 101;
|
||
}
|
||
|
||
.chatdialog {
|
||
background-color: rgba(255, 255, 255, 0.9);
|
||
border-radius: 25px;
|
||
padding: 12px 24px;
|
||
word-wrap: break-word;
|
||
white-space: pre-wrap;
|
||
line-height: 1.4;
|
||
color: #000000;
|
||
font-size: 0.8vw;
|
||
user-select: none;
|
||
pointer-events: auto;
|
||
}
|
||
|
||
// 添加淡入淡出动画
|
||
.fade-enter-active,
|
||
.fade-leave-active {
|
||
transition: opacity 0.3s ease;
|
||
}
|
||
|
||
.fade-enter-from,
|
||
.fade-leave-to {
|
||
opacity: 0;
|
||
}
|
||
|
||
@media (max-width: 768px) {
|
||
.chatdialog-container {
|
||
left: 2vh;
|
||
bottom: 10vh;
|
||
}
|
||
|
||
.chatdialog {
|
||
min-width: auto;
|
||
padding: 12px 20px;
|
||
font-size: 1vh;
|
||
border-radius: 20px;
|
||
}
|
||
|
||
.chatdialog-triangle {
|
||
left: 35px;
|
||
border-width: 8px;
|
||
top: -8px;
|
||
}
|
||
|
||
.playerContainer {
|
||
width: 15vh;
|
||
height: 30vh;
|
||
}
|
||
}
|
||
</style>
|