我的CAAnimationGroup
中有两个旋转动画,一个从零开始,另一个重复并从该状态自动反转:
- (void)addWobbleAnimationToView:(UIView *)view amount:(float)amount speed:(float)speed
{
NSMutableArray *anims = [NSMutableArray array];
// initial wobble
CABasicAnimation *startWobble = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
startWobble.toValue = [NSNumber numberWithFloat:-amount];
startWobble.duration = speed/2.0;
startWobble.beginTime = 0;
startWobble.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[anims addObject:startWobble];
// rest of wobble
CABasicAnimation *wobbleAnim = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
wobbleAnim.fromValue = [NSNumber numberWithFloat:-amount];
wobbleAnim.toValue = [NSNumber numberWithFloat:amount];
wobbleAnim.duration = speed;
wobbleAnim.beginTime = speed/2.0;
wobbleAnim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
wobbleAnim.autoreverses = YES;
wobbleAnim.repeatCount = INFINITY;
[anims addObject:wobbleAnim];
CAAnimationGroup *wobbleGroup = [CAAnimationGroup animation];
wobbleGroup.duration = DBL_MAX; // this stops it from working
wobbleGroup.animations = anims;
[view.layer addAnimation:wobbleGroup forKey:@"wobble"];
}
由于CFTimeInterval被定义为double,我尝试将动画组的持续时间设置为DBL_MAX
,但这会阻止动画组运行。但是,如果我将它设置为一个大数字,如10000,它运行正常。我可以在CAAnimationGroup
的持续时间内使用的最大数字是多少,以确保它尽可能接近无穷大?
更新:如果我放入一个非常大的值,例如DBL_MAX / 4.0
,那么它会冻结一秒,然后开始制作动画。如果我输入值DBL_MAX / 20.0
,则开头的冻结要小得多。似乎在持续时间内具有如此大的值会导致它冻结。除了在持续时间内使用非常大的值之外,还有更好的方法吗?
答案 0 :(得分:1)
我现在面对完全相同的问题...我希望有人证明我错了,但我认为处理这种情况的唯一合理方法是将第一个动画移动到CATransaction
,然后链接使用自动反转动画:
[CATransaction setCompletionBlock:block];
这不理想,但完成工作。
关于从后台回来时暂停动画的问题,这是CoreAnimation框架的一个典型限制,已经为它提出了许多解决方案。我解决它的方法是通过随机化timeOffset
属性,简单地在动画的随机点重置动画。由于应用程序在后台,用户无法确切地知道动画状态应该是什么。以下是一些可以提供帮助的代码(查找//RANDOMIZE!!
评论):
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(startAnimating)
name:UIApplicationWillEnterForegroundNotification
object:[UIApplication sharedApplication]];
...
for (CALayer* layer in _layers)
{
// RANDOMIZE!!!
int index = arc4random()%[levels count];
int level = ...;
CGFloat xOffset = ...;
layer.position = CGPointMake(xOffset, self.bounds.size.height/5.0f + yOffset * level);
CGFloat speed = (1.5f + (arc4random() % 40)/10.f);
CGFloat duration = (int)((self.bounds.size.width - xOffset)/speed);
NSString* keyPath = @"position.x";
CABasicAnimation* anim = [CABasicAnimation animationWithKeyPath:keyPath];
anim.fromValue = @(xOffset);
anim.toValue = @(self.bounds.size.width);
anim.duration = duration;
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
// RANDOMIZE!!
anim.timeOffset = arc4random() % (int) duration;
anim.repeatCount = INFINITY;
[layer removeAnimationForKey:keyPath];
[layer addAnimation:anim forKey:keyPath];
[_animatingLayers addObject:layer];
}
答案 1 :(得分:0)
使用单个关键帧动画而不是一组两个单独的动画要简单得多。
- (void)addWobbleAnimationToView:(UIView *)view amount:(CGFloat)amount speed:(NSTimeInterval)speed {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"];
animation.duration = 2 * speed;
animation.values = @[ @0.0f, @(-amount), @0.0f, @(amount), @0.0f ];
animation.keyTimes = @[ @0.0, @0.25, @0.5, @0.75, @1.0 ];
CAMediaTimingFunction *easeOut =[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
CAMediaTimingFunction *easeIn =[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.timingFunctions = @[ easeOut, easeIn, easeOut, easeIn ];
animation.repeatCount = HUGE_VALF;
[view.layer addAnimation:animation forKey:animation.keyPath];
}