Component({ behaviors: [require('../common/share-behavior').default], properties: { capacity: { type: Number, value: 20 }, emitRate: { type: Number, value: 5 }, lifeTime:{ type: Number, value: 3 } }, data: { loaded: false }, lifetimes: {}, methods: { handleReady({detail}) { const xrScene = this.scene = detail.value; console.log('xr-scene', xrScene); const xrFrameSystem = wx.getXrFrameSystem() const fireworkField = xrScene.getElementById("firework"); const tempSystem = fireworkField.getComponent(xrFrameSystem.Particle) tempSystem.addSizeGradient(0,0.2); tempSystem.addSizeGradient(3,0.5); var myData ={} myData = { "capacity": 200, "emitRate": 0, //子发射器不进行每秒发射 "burstCount": 200, // 一次爆发200粒子 "burstTime": 0, // 爆发延时为0 "burstCycle": 1, // 发射一次 "size":[0.05], "startColor":[1,1,0,1], "endColor":[1,0,0,0], "emitterType":"SphereShape", "emitterProps": [["radius","0.8"]], "lifeTime":[3], // 粒子生命周期为3秒 "stopDuration":[3], // 子发射器生命周期为3秒 "speed":[1], "texture":"particle-texture" } var subEmitter = tempSystem.createSubEmitter(myData) subEmitter.state = 1 // 设置为1为当粒子消失后出现作用子发射器 //可以规定多个子发射器的阵列 tempSystem.subEmitters = [subEmitter] }, handleAssetsProgress: function({detail}) { console.log('assets progress', detail.value); }, handleAssetsLoaded: function({detail}) { console.log('assets loaded', detail.value); this.setData({loaded: true}); } } })