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fixed when low fps cannot play particle #19013
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cocos:v3.8.8
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zhefengzhang:3.8.8-fixed-when-low-fps-cannot-play-particle
Oct 29, 2025
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -141,7 +141,7 @@ | |
| @range([0, Number.POSITIVE_INFINITY]) | ||
| @displayOrder(10) | ||
| @tooltip('i18n:particle_system.startSizeY') | ||
| @visible(function (this: ParticleSystem): boolean { return this.startSize3D; }) | ||
| public startSizeY = new CurveRange(); | ||
|
|
||
| /** | ||
|
|
@@ -153,7 +153,7 @@ | |
| @range([0, Number.POSITIVE_INFINITY]) | ||
| @displayOrder(10) | ||
| @tooltip('i18n:particle_system.startSizeZ') | ||
| @visible(function (this: ParticleSystem): boolean { return this.startSize3D; }) | ||
| public startSizeZ = new CurveRange(); | ||
|
|
||
| /** | ||
|
|
@@ -184,7 +184,7 @@ | |
| @radian | ||
| @displayOrder(12) | ||
| @tooltip('i18n:particle_system.startRotationX') | ||
| @visible(function (this: ParticleSystem): boolean { return this.startRotation3D; }) | ||
| public startRotationX = new CurveRange(); | ||
|
|
||
| /** | ||
|
|
@@ -196,7 +196,7 @@ | |
| @radian | ||
| @displayOrder(12) | ||
| @tooltip('i18n:particle_system.startRotationY') | ||
| @visible(function (this: ParticleSystem): boolean { return this.startRotation3D; }) | ||
| public startRotationY = new CurveRange(); | ||
|
|
||
| /** | ||
|
|
@@ -1443,7 +1443,8 @@ | |
| // emit particles. | ||
| const startDelay = self.startDelay.evaluate(0, 1)!; | ||
| if (self._time > startDelay) { | ||
| if (self._time > (self.duration + startDelay)) { | ||
| const timeLeft = self._time - (self.duration + startDelay); | ||
| if (timeLeft > dt) { | ||
| // self._time = startDelay; // delay will not be applied from the second loop.(Unity) | ||
| // self._emitRateTimeCounter = 0.0; | ||
| // self._emitRateDistanceCounter = 0.0; | ||
|
|
@@ -1478,8 +1479,10 @@ | |
| } | ||
|
|
||
| // bursts | ||
| for (const burst of self.bursts) { | ||
| burst.update(self, dt); | ||
| if (timeLeft <= 0 || self.loop) { | ||
|
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 对于在 burst 中配置发射频率进行播放的粒子,使用原本的逻辑 |
||
| for (const burst of self.bursts) { | ||
| burst.update(self, dt); | ||
| } | ||
| } | ||
| } | ||
| } | ||
|
|
||
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对于粒子系统已激活时间减去粒子可活动时间与延迟播放时间之后剩余的时间不足一帧的,允许播放一次粒子。