如何让 Pixi 粒子在设置为脊柱动画内的插槽的 child 时正常运行

How to get Pixi Particles to behave properly when set as a child of a slot inside of a spine animation

protected createParticleAnimation ( data: IAnticipationParticle ): particles.Emitter {
    let particleResource = PIXI.loader.resources[ data.name ].data;
    let particleImages: Array<Texture> = new Array<Texture>();

    let container = new particles.ParticleContainer();
    container.scale.set( 1, -1 );
    let spineAnim = this.anticipationAnimations[ 0 ] as spine.Spine;

    spineAnim.slotContainers.forEach( ( slotContainer: Container ) => {
        if ( slotContainer.name == 'CoinParticles' ) {
            container.position.set( slotContainer.children[ 0 ].x * 2, slotContainer.children[ 0 ].y * 2 );
            slotContainer.addChild( container );
            return;
        }
    } );

    data.images.forEach( ( image: string ) => {
        particleImages.push( PIXI.Texture.fromImage( image ) );
    } );

    let animation = new PIXI.particles.Emitter(
        container,
        particleImages,
        particleResource
    );
    animation.emit = false;
    animation.autoUpdate = true;

    return animation;
}

因此,我在另一个函数中创建了脊椎动画,然后创建了如上所示的粒子效果,并将其附加到脊椎动画内的 slotContainer。但是当我的脊椎动画播放时,粒子总是跟随 parents 位置并且不保持它们的世界坐标。

我认为这是因为脊椎问题,但有人知道如何解决这个问题吗?

例如,当发射器移动时,已经生成的粒子会跟随发射器的 x 位置

所以我最终需要覆盖 pixi 容器的 updateTransform 方法。

我将发射器传递给容器,以便它可以更新其变换。 当我这样做时,我需要计算精灵的原始点。 这需要在创建发射器后调用,因为容器需要传递到发射器的创建中。

然后您需要将容器变换移回原来的位置,以便子项(粒子)可以正常运行。然后将发射器的生成位置与父项一起移动。

import { particles, Point } from 'pixi.js';

/**
 * A container to be used when attaching a particle emitter to a spine animation
 */
export class SpineParticleContainer extends particles.ParticleContainer {

    /**The emitter that is drawning to the container */
    protected emitter: particles.Emitter;

    /**The original position of the sprite when the emitter is set */
    protected origin: Point;

    constructor () {
        super();
    }

    /**
     * Sets the containers emittter so it can update the emitters position
     * @param emiter The particle emitter to pass in, this should be the particle emitter assigned to this container already
     */
    public setEmitter ( emiter: particles.Emitter ): void {
        this.emitter = emiter;
        this.origin = new Point( this.parent.worldTransform.tx, this.parent.worldTransform.ty );
    }

    /**Override update transform to reposition the container at its origin position and move the emitter along with the animation */
    public updateTransform () {
        this._boundsID++;
        this.worldAlpha = this.alpha * this.parent.worldAlpha;

        let position = new Point( this.parent.worldTransform.tx, this.parent.worldTransform.ty );
        let newPosition = new Point( this.origin.x - position.x, this.origin.y - position.y );
        this.position.set( newPosition.x, newPosition.y );
        this.transform.updateTransform( this.parent.transform );
        for ( let i = 0, j = this.children.length; i < j; i++ ) {
            const child = this.children[ i ];

            if ( child.visible ) {
                child.updateTransform();
            }
        }

        this.emitter.spawnPos.set( this.parent.worldTransform.tx, this.parent.worldTransform.ty );
    }
}