我有一个启用了分页的scrollView和N个页面,它们是UIViews作为scrollView的子视图。
我正在尝试执行以下操作:
用户滚动到页码n。 此时,7个CALayers之前添加到页码n (也就是说,页面[[scrollView subviews] objectAtIndex:n-1] .layer subLayers])一个接一个地淡入。
但是我无法弄清楚如何让CALayers顺序淡出。到目前为止,我已经尝试过我的控制器委托方法中的以下3种方法: (假设我有一个数组到层,并且在创建时它们的不透明度设置为0)
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
int pageNumber = floor(self.scrollView.contentOffset.x / self.scrollView.frame.size.width);
if(pageNumber == (n-1))
{
int timeOffset = 0;
[CATransaction begin];
for(CALayer *layer in layerArray)
{
CABasicAnimation *a = [CABasicAnimation animationWithKeyPath:@"opacity"];
a.duration = 6;
a.beginTime = timeOffset++;
a.fromValue = [NSNumber numberWithFloat:0.];
a.toValue = [NSNumber numberWithFloat:1.];
[layer addAnimation:a forKey:nil];
}
[CATransaction commit];
}
}
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
int pageNumber = floor(self.scrollView.contentOffset.x / self.scrollView.frame.size.width);
if(pageNumber == (n-1))
{
int timeOffset = 0;
[CATransaction begin];
for(CALayer *layer in layerArray)
{
CABasicAnimation *a = [CABasicAnimation animation];
a.duration = 6;
a.beginTime = timeOffset++;
[layer addAnimation:a forKey:@"opacity"];
[layer setOpacity:1];
}
[CATransaction commit];
}
}
- (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
int pageNumber = floor(self.scrollView.contentOffset.x / self.scrollView.frame.size.width);
if(pageNumber == (n-1))
{
int timeOffset = 0;
for(CALayer *layer in layerArray)
{
[CATransaction begin];
CABasicAnimation *a = [CABasicAnimation animation];
a.duration = 6;
a.beginTime = timeOffset++;
[layer addAnimation:a forKey:@"opacity"];
[layer setOpacity:1];
}
for(CALayer *layer in layerArray)
[CATransaction commit];
}
}
但似乎都不起作用。当用户滚动到右侧页面时,所有图层立即变为可见,没有太多淡入淡出,并且绝对不按任何顺序排列。
有什么想法吗?
答案 0 :(得分:18)
实际上,关键是根据参考帧获取当前时间并将任何时间偏移添加到当前时间。这也适用于未分组的动画。
例如,这段代码中的某些内容会导致n个图层(假设存储在某个数组中)依次逐渐淡入,每个图层占用.8秒。
CGFloat timeOffset = 0;
[CATransaction begin];
for(CALayer *layer in layers)
{
CABasicAnimation *a = [CABasicAnimation animationWithKeyPath:@"opacity"];
a.fromValue = [NSNumber numberWithFloat:0.];
a.toValue = [NSNumber numberWithFloat:1.];
a.fillMode = kCAFillModeForwards;
a.beginTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil] + timeOffset;
a.duration = .8;
a.removedOnCompletion = NO;
[layer addAnimation:a forKey:nil];
timeOffset += .8;
}
[CATransaction commit];
在上述情况下,引用框架只是调用发生时的当前时间。
答案 1 :(得分:5)
如果beginTime
是CAAnimation
的一部分,则CAAnimation
的{{1}}属性似乎才有效。我认为您还需要将CAAnimationGroup
的{{1}}属性设置为足以持续到最终动画完成为止。
答案 2 :(得分:0)
在Swift 3中 (layers是CALayer或CAShapeLayer的数组)
var timeOffset:Double = 0
for layer in layers {
let a = CABasicAnimation(keyPath: "path"
a.fromValue = layer.ovalPathSmall.cgPath
a.toValue = layer.ovalPathLarge.cgPath
a.fillMode = kCAFillModeForwards
a.beginTime = CACurrentMediaTime() + timeOffset
a.duration = 0.3
a.isRemovedOnCompletion = false
layer.add(a, forKey: nil)
timeOffset += 0.3
}
如果你想知道是什么的ovalPathSmall和ovalPathLarge:
ovalPathSmall = UIBezierPath(arcCenter: position, radius: smallRadius, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
ovalPathLarge = UIBezierPath(arcCenter: position, radius: largeRadius, startAngle: 0, endAngle: 2 * .pi, clockwise: true)