我想构建一个简单的自定义视图,使用UIDynamicAnimator从底部向上滑动。
当应用加载时,我使用以下方法从屏幕上偏移视图:
panelWidth = originView!.frame.size.width
panelHeight = originView!.frame.size.height/2
screenHeight = originView!.frame.size.height
// Set the frame for the container of this view based on the parent
container.frame = CGRectMake(0, screenHeight, panelWidth, panelHeight)
为了设想这一点,我希望视图显示为:
|-----|
| |
| A | <--- Main View
| |
|-----|
|-----|
| B | <--- Second View (offset by screen height so it draws directly under (0,height))
|-----|
我设置了手势识别器来检测我何时向上和向下滑动(向上显示,向下滑动),但是现在视图从屏幕反弹,我似乎永远无法将其恢复。
使用我的动画师,我使用以下代码
animator.removeAllBehaviors()
isOpen = open
let gravityY:CGFloat = (open) ? -0.5 : 0.5
let gravityX:CGFloat = 0
let magnitude:CGFloat = (open) ? -20 : 20
let boundaryY:CGFloat = (open) ? -panelHeight : panelHeight
let boundaryX:CGFloat = (open) ? 0 : 0
在显示其余代码之前,我想我应该讨论我的常量。矢量数学不是我的强项,所以这可能是所有这一切都出错的唯一原因。当open
为真时,我将值设置为负值,因为我想将视图设置回屏幕动画,这意味着向上动画,因此我假设我需要负重力。
我将boundaryY设置为面板的高度,因为我想将它设置为屏幕上的动画,仅限于窗口的高度,目前它从顶部飞过(当我调试屏幕高度= 667和panelHeight = 333.5时我不明白为什么它超过那个标记)
// animator behaviours - here I just create animaters on the panels container
let gravityBehaviour:UIGravityBehavior = UIGravityBehavior(items: [container])
let collisionBehaviour:UICollisionBehavior = UICollisionBehavior(items: [container])
let pushBehaviour:UIPushBehavior = UIPushBehavior(items: [container], mode: UIPushBehaviorMode.Instantaneous)
let panelBehaviour:UIDynamicItemBehavior = UIDynamicItemBehavior(items:[container])
// Gravity behaviour - I don't want it to move in X direction, only Y
gravityBehaviour.gravityDirection = CGVectorMake(gravityX, gravityY)
// collision detection - I think this is the major problem, how does this work...
collisionBehaviour.addBoundaryWithIdentifier("basePanelBoundary", fromPoint: CGPointMake(boundaryX, 0), toPoint: CGPointMake(boundaryX, boundaryY))
// push behaviours
pushBehaviour.magnitude = magnitude
// panel behaviours
panelBehaviour.elasticity = 0.3
// bind behaviours
animator.addBehavior(gravityBehaviour)
animator.addBehavior(collisionBehaviour)
animator.addBehavior(pushBehaviour)
animator.addBehavior(panelBehaviour)
我主要关注碰撞检测,因为我认为这是导致视图旋转并从屏幕上掉落的原因,我该如何解决?
答案 0 :(得分:1)
经过一些进一步的研究后,我意识到我使用了太多的组件来实现我想要的动画,我也意识到我的边界定义不明确,这就是导致我的面板从窗户射击的原因。
为了解决这个问题,我首先修改了边界,以便它们与我在屏幕上指定的坐标共存:
collisionBehavior.addBoundaryWithIdentifier("upperBoundary", fromPoint: CGPointMake(0, screenHeight - panelHeight), toPoint: CGPointMake(boundaryX, screenHeight - panelHeight))
collisionBehavior.addBoundaryWithIdentifier("lowerBoundary", fromPoint: CGPointMake(0, screenHeight+panelHeight), toPoint: CGPointMake(boundaryX, screenHeight+panelHeight))
然后我根据open
布尔值切换的值定义了一个重力向量,该值受到了影响:
let gravityY:CGFloat = (open) ? -1.5 : 1.5
gravityBehavior.gravityDirection = CGVectorMake(0, gravityY)
最后,我将行为绑定到动画师,动画按预期工作。
总而言之,如果您是UIDynamics的新手,我建议您在潜水之前花一些时间在纸上并且弄脏代码,一旦我分解了这个问题,它就比我的第一次尝试容易得多。
工作代码
func showBasePanel(open:Bool)
{
animator.removeAllBehaviors()
isOpen = open
// Define constants to be plugged into animator
let gravityY:CGFloat = (open) ? -1.5 : 1.5
let boundaryY:CGFloat = panelHeight
let boundaryX:CGFloat = panelWidth
// animator behaviours
let gravityBehavior:UIGravityBehavior = UIGravityBehavior(items: [container])
let collisionBehavior:UICollisionBehavior = UICollisionBehavior(items:[container])
let panelBehavior:UIDynamicItemBehavior = UIDynamicItemBehavior(items:[container])
// Set the behvaiours
panelBehavior.allowsRotation = false
panelBehavior.elasticity = 0
// Set collision behaviours
collisionBehavior.addBoundaryWithIdentifier("upperBoundary", fromPoint: CGPointMake(0, screenHeight - panelHeight), toPoint: CGPointMake(boundaryX, screenHeight - panelHeight))
collisionBehavior.addBoundaryWithIdentifier("lowerBoundary", fromPoint: CGPointMake(0, screenHeight+panelHeight), toPoint: CGPointMake(boundaryX, screenHeight+panelHeight))
gravityBehavior.gravityDirection = CGVectorMake(0, gravityY)
// set the animator behvaiours
animator.addBehavior(gravityBehavior)
animator.addBehavior(panelBehavior)
animator.addBehavior(collisionBehavior)
}