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ios - iOS(快速)在初始化后更改CAEmitterCell的属性

转载 作者:行者123 更新时间:2023-12-01 16:22:12 25 4
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我的目标是使用CAEmitterLayer创建射击效果,可以通过更改给定alphaSpeedCAEmitterCells属性的值来更改其强度。较小的alphaSpeed值将导致“轰鸣”的起火,而较大的值将抑制起火。

到目前为止,我有一个名为CAEmitterLayerFireEmitterLayer子类,其初始化程序为:

convenience init(view: UIView) {
self.init()
emitterPosition = CGPoint(x: 0.5 * view.bounds.width, y: view.bounds.height)
emitterSize = CGSize(width: view.bounds.width, height: 0.05 * view.bounds.height)
renderMode = .additive
emitterShape = .line
emitterCells = fireEmitterCells
}

发射器单元是针对 UIImage数组生成的,该数组表示30x30的火焰图像:
private var fireEmitterCells: FireEmitterCells {
var emitterCells = FireEmitterCells()
for assetIdentifier in assetIdentifiers {
let emitterCell = fireEmitterCell(for: assetIdentifier)
emitterCells.append(emitterCell)
}
return emitterCells
}

每个单元格都是使用以下方法创建的:
private func fireEmitterCell(for assetIdentifier: UIImage.AssetIdentifier) -> CAEmitterCell {
let fireEmitterCell = CAEmitterCell()
fireEmitterCell.contents = UIImage(assetIdentifier: assetIdentifier).resized(to: CGSize(width: 20.0, height: 20.0)).cgImage
fireEmitterCell.alphaSpeed = -0.3
fireEmitterCell.birthRate = fireBirthRate
fireEmitterCell.lifetime = fireLifetime
fireEmitterCell.lifetimeRange = 0.5
fireEmitterCell.color = UIColor.init(red: 0.8, green: 0.4, blue: 0.2, alpha: 0.6).cgColor
fireEmitterCell.emissionLongitude = .pi
fireEmitterCell.velocity = 80.0
fireEmitterCell.velocityRange = 5.0
fireEmitterCell.emissionRange = 0.5
fireEmitterCell.yAcceleration = -200.0
fireEmitterCell.scaleSpeed = 0.3
return fireEmitterCell
}

有没有一种方法可以从此子类的某个实例(例如,某些 alphaSpeed中的 fireEmitterLayer)更改这些单元格的 UIViewController值:
var fireEmitterLayer = FireEmitterLayer(view: view)

我尝试在 FireEmitterLayer类中添加此方法
private func setAlphaSpeed(_ alphaSpeed: Float) {
guard let emitterCells = emitterCells else { return }
for emitterCell in emitterCells {
emitterCell.alphaSpeed = alphaSpeed
}
}

但这不起作用...

任何帮助表示赞赏:-)

最佳答案

每当我想使用func时,我都会为发射器动态设置单元格,如下所示:

func makeEmitterCell(thisEmitter : CAEmitterLayer, newColor: UIColor, priorColor: UIColor, contentImage : UIImage) -> CAEmitterCell {

let cell = CAEmitterCell()

cell.birthRate = lastChosenBirthRate
cell.lifetime = lastChosenLifetime
cell.lifetimeRange = lastChosenLifetimeRange
//cell.color = newColor.cgColor
cell.emissionLongitude = lastChosenEmissionLongitude
cell.emissionLatitude = lastChosenEmissionLatitude
cell.emissionRange = lastChosenEmissionRange
cell.spin = lastChosenSpin
cell.spinRange = lastChosenSpinRange
cell.scale = lastChosenScale
cell.scaleRange = lastChosenScaleRange
cell.scaleSpeed = lastChosenScaleSpeed
cell.alphaSpeed = Float(lastChosenAlphaSpeed)
cell.alphaRange = Float(lastChosenAlphaRange)
cell.autoreverses = lastChosenAutoReverses
cell.isEnabled = lastChosenIsEnabled
cell.velocity = lastChosenVelocity
cell.velocityRange = lastChosenVelocityRange
cell.xAcceleration = lastChosen_X_Acceleration
cell.yAcceleration = lastChosen_Y_Acceleration
cell.zAcceleration = 0
cell.contents = contentImage.cgImage

//Access the property with this key path format: @"emitterCells.<name>.<property>"
cell.name = "myCellName"
let animation = CABasicAnimation(keyPath: "emitterCells.myCellName.color")
animation.fromValue = priorColor.cgColor
animation.toValue = newColor.cgColor
animation.duration = CFTimeInterval(cellAnimationTimeValue)

if thisEmitter == particleEmitter_1
{
particleEmitter_1.add(animation, forKey: "emitterCells.myCellName.color")
}
if thisEmitter == particleEmitter_2
{
particleEmitter_2.add(animation, forKey: "emitterCells.myCellName.color")
}

return cell
} // ends makeEmitterCell

在该功能的末尾,有一个我设计的彩色动画,您可以通过某种方式将其作为奖励代码。

我使这些变量保持不变,使我可以动态控制单元的功能;
var lastChosenBirthRate : Float = 300
var lastChosenLifetime : Float = 3
var lastChosenLifetimeRange : Float = 0
var lastChosenEmissionLongitude : CGFloat = 2 * CGFloat.pi
var lastChosenEmissionLatitude : CGFloat = 2 * CGFloat.pi
var lastChosenEmissionRange : CGFloat = 2 * CGFloat.pi
var lastChosenSpin : CGFloat = 1
var lastChosenSpinRange : CGFloat = 0
var lastChosenScale : CGFloat = 1
var lastChosenScaleRange : CGFloat = 0
var lastChosenScaleSpeed : CGFloat = -0.3
var lastChosenAlphaSpeed : CGFloat = -0.1
var lastChosenAlphaRange : CGFloat = 0
var lastChosenAutoReverses : Bool = false
var lastChosenIsEnabled : Bool = true
var lastChosenVelocity : CGFloat = 20
var lastChosenVelocityRange : CGFloat = 0
var lastChosen_X_Acceleration : CGFloat = 0
var lastChosen_Y_Acceleration : CGFloat = 0

我在代码中的多个位置制作了发射器单元。这是一个。此函数的一部分制作了发射器单元,并将其设置为所需的发射器:
func changeParticlesCellImageRightNow(thisEmitter : CAEmitterLayer, thisContentImage : UIImage, theColor : UIColor)
{
var priorColorToPassDown = UIColor()

if thisEmitter == particleEmitter_1
{
priorColorToPassDown = lastColorUsedEmitter1
}
if thisEmitter == particleEmitter_2
{
priorColorToPassDown = lastColorUsedEmitter2
}

let color1 = makeEmitterCell(thisEmitter: thisEmitter, newColor: theColor, priorColor: priorColorToPassDown, contentImage: thisContentImage)

thisEmitter.emitterCells = [color1]

} // ends changeParticlesCellImageRightNow

这是对该函数的调用:
    // Force the change to occur right now, using the existing colors
changeParticlesCellImageRightNow(thisEmitter : particleEmitter_1, thisContentImage : emitter_1_Image, theColor : lastColorUsedInGeneral)
changeParticlesCellImageRightNow(thisEmitter : particleEmitter_2, thisContentImage : emitter_2_Image, theColor : lastColorUsedInGeneral)

这是发射器层对象
let particleEmitter_1 = CAEmitterLayer()
let particleEmitter_2 = CAEmitterLayer()

您可能能够以类似的方式将一种方法拼凑在一起,设置发射器细胞的出生率,速度,速度范围,alpha速度,比例,比例范围,比例速度等,使其最适合轰鸣或压制。在很大程度上取决于您在顶层的灵活性。

关于ios - iOS(快速)在初始化后更改CAEmitterCell的属性,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53658708/

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