CAEmitterCell
发射 2 到 3 分钟后自动停止发射。所以我的问题是我怎样才能设置CAEmitterCell
它会发出无限的光。有没有办法连续发射CAEmitterCell
或 是否有任何属性可CAEmitterLayer
用于无限发射一个单元格?
下面是我在项目中设置的代码。
@objc func launchFireworks(_ currentView: UIView) {
var emitterLayer = CAEmitterLayer()
emitterLayer = CAEmitterLayer()
// Add a layer that emits, animates, and renders a particle system.
let size = currentView.bounds.size
emitterLayer.emitterPosition = CGPoint(x: size.width / 2, y: size.height - 700)
emitterLayer.renderMode = kCAEmitterLayerAdditive
emitterLayer.emitterSize = size
emitterLayer.emitterShape = kCAEmitterLayerRectangle
// Get particle image
let particleImage = UIImage(named: "particle")?.cgImage
// The definition of a particle (launch point of the firework)
let baseCell1 = CAEmitterCell()
baseCell1.color = UIColor.red.withAlphaComponent(0.8).cgColor
baseCell1.emissionLongitude = -CGFloat.pi / 2
baseCell1.emissionRange = CGFloat.pi / 5
baseCell1.emissionLatitude = 0
baseCell1.lifetime = 3.0
baseCell1.birthRate = 1
baseCell1.velocity = 400
baseCell1.velocityRange = 50
baseCell1.yAcceleration = 300
baseCell1.redRange = 0.5
baseCell1.greenRange = 0.5
baseCell1.blueRange = 0.5
baseCell1.alphaRange = 0.5
let baseCell2 = CAEmitterCell()
baseCell2.color = UIColor.green.withAlphaComponent(0.8).cgColor
baseCell2.emissionLongitude = -CGFloat.pi / 2
baseCell2.emissionRange = CGFloat.pi / 5
baseCell2.emissionLatitude = 0
baseCell2.lifetime = 3.0
baseCell2.birthRate = 1
baseCell2.velocity = 400
baseCell2.velocityRange = 50
baseCell2.yAcceleration = 300
baseCell2.redRange = 0.5
baseCell2.greenRange = 0.5
baseCell2.blueRange = 0.5
baseCell2.alphaRange = 0.5
let baseCell3 = CAEmitterCell()
baseCell3.color = UIColor(red: 109.0/255.0, green: 61.0/255.0, blue: 29.0/255.0, alpha: 1.0).cgColor
baseCell3.emissionLongitude = -CGFloat.pi / 2
baseCell3.emissionRange = CGFloat.pi / 5
baseCell3.emissionLatitude = 0
baseCell3.lifetime = 3.0
baseCell3.birthRate = 1
baseCell3.velocity = 400
baseCell3.velocityRange = 50
baseCell3.yAcceleration = 300
baseCell3.redRange = 0.5
baseCell3.greenRange = 0.5
baseCell3.blueRange = 0.5
baseCell3.alphaRange = 0.5
let risingCell = CAEmitterCell()
risingCell.contents = particleImage
risingCell.emissionLongitude = (4 * CGFloat.pi) / 2
risingCell.emissionRange = CGFloat.pi / 7
risingCell.scale = 0.4
risingCell.velocity = 200
risingCell.birthRate = 50
risingCell.lifetime = 2.0
risingCell.yAcceleration = 350
risingCell.alphaSpeed = -0.7
risingCell.scaleSpeed = -0.1
risingCell.scaleRange = 0.1
risingCell.beginTime = 0.1
risingCell.duration = 0.7
// The definition of a particle (spark animation)
let sparkCell = CAEmitterCell()
sparkCell.contents = particleImage
sparkCell.emissionRange = 2 * CGFloat.pi
sparkCell.birthRate = 5000
sparkCell.scale = 0.5
sparkCell.velocity = 200
sparkCell.lifetime = 3.0
sparkCell.yAcceleration = 80
sparkCell.beginTime = 1
sparkCell.duration = 0.2
sparkCell.alphaSpeed = -0.1
sparkCell.scaleSpeed = -0.1
// baseCell contains rising and spark particle with animation
baseCell1.emitterCells = [risingCell, sparkCell]
baseCell2.emitterCells = [risingCell, sparkCell]
baseCell3.emitterCells = [risingCell, sparkCell]
// Add baseCell to the emitter layer
emitterLayer.emitterCells = [baseCell1,baseCell2,baseCell3]
currentView.layer.addSublayer(emitterLayer)
}