这应该很简单。我试图让我的粒子使用关键帧序列淡出..但是当我使用关键帧序列时,它们根本不会淡出。不知道我可能做错了什么。
粒子创建:
static func debris(size: Int) -> Array<SKEmitterNode> {
if size > 5 {
fatalError("we don't have that much debris")
}
var debrisArr: [SKEmitterNode] = []
for i in 1...size {
let debris: SKEmitterNode = SKEmitterNode(fileNamed: "debris")
debris.particleTexture = SKTexture(imageNamed: "debris\(i)")
convertNumRef(&debris.particleScale)
convertNumRef(&debris.particleScaleRange)
debris.particleRotationSpeed = debris.particleRotationSpeed * CGFloat.randomSign()
// THE PART WE CARE ABOUT
debris.particleAlphaSequence = SKKeyframeSequence(keyframeValues: [0.5, 1.0, 0.0], times: [0.0, 3.0, 4.0])
debrisArr.append(debris)
}
在此处将粒子添加到游戏场景
func makeDebris(){
for debrisEmitter in self.debris {
debrisEmitter.resetSimulation()
debrisEmitter.position = self.position
self.gameScene.gameLayer.addChild(debrisEmitter)
debrisEmitter.runAction(SKAction.removeFromParentAfterDelay(10))
}
}
我也尝试过使用更简单的示例。
fire 是 spritekit 默认的“fire”粒子
let fire = SKEmitterNode(fileNamed: "MyParticle")
fire.particleColorSequence = SKKeyframeSequence(keyframeValues: [SKColor.blueColor(), SKColor.blueColor(), SKColor.yellowColor()], times: [0.0, 1.0, 2.0])
fire.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
self.addChild(fire)
发射器只发射蓝色粒子。它只是选择数组中的第一个颜色。我肯定错过了什么。