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cocos里,发射一次的粒子,怎么控制粒子的播放(触发)
Tags coocs,粒子
Post My Answer
0
666
2023-04-28 0 Comments
test
2023-04-24 0 Comments
粒子需要playonload为true,然后定时调用粒子对象的播放方法
2022-11-17 0 Comments
properties: {
//定义一个粒子
// particele: {
// default: null,
// type: cc.Node,
// },
lizi1: {
default: null,
type: cc.ParticleSystem
},
on_bt_onclick2: function() { //爆破按钮
var lizi_boom = this.lizi1.getComponent(cc.ParticleSystem);
lizi_boom.resetSystem();
2020-11-18 0 Comments
粒子需要playonload为true,保存为预制资源使用var particle = cc.instantiate(self.ParticlePre);self.parentNode.addChild(particle);
2020-11-03 0 Comments
1
var particleSystem = cc.instantiate(this.ps);//this.ps粒子的预制资源
particleSystem.setPosition(cc.random0To1()*1280 - 1280/2,0,0)
this.node.addChild(particleSystem,100);
2019-08-26 0 Comments
2
const {ccclass, property} = cc._decorator; @ccclass export default class MyButton extends cc.Component { @property(cc.ParticleSystem) particleSystem:cc.ParticleSystem = null; onClick(){ this.particleSystem.resetSystem(); } }
2229 views 7 answers
Post My Answer
0
666
2023-04-28 0 Comments
0
test
2023-04-24 0 Comments
0
粒子需要playonload为true,然后定时调用粒子对象的播放方法
2022-11-17 0 Comments
0
properties: {
//定义一个粒子
// particele: {
// default: null,
// type: cc.Node,
// },
lizi1: {
default: null,
type: cc.ParticleSystem
},
},
on_bt_onclick2: function() { //爆破按钮
var lizi_boom = this.lizi1.getComponent(cc.ParticleSystem);
lizi_boom.resetSystem();
},
2020-11-18 0 Comments
0
粒子需要playonload为true,保存为预制资源使用
var particle = cc.instantiate(self.ParticlePre);
self.parentNode.addChild(particle);
2020-11-03 0 Comments
1
var particleSystem = cc.instantiate(this.ps);//this.ps粒子的预制资源
particleSystem.setPosition(cc.random0To1()*1280 - 1280/2,0,0)
this.node.addChild(particleSystem,100);
2019-08-26 0 Comments
0
var particleSystem = cc.instantiate(this.ps);//this.ps粒子的预制资源
particleSystem.setPosition(cc.random0To1()*1280 - 1280/2,0,0)
this.node.addChild(particleSystem,100);
2019-08-26 0 Comments
2
2019-08-26 0 Comments