我有一个关键帧动画来显示Swift中的卡片处理效果。如果按一个按钮,我会使用第二个动画(使用.BeginFromCurrentState ...)来取消交易。这对简单的单视图动画有效。然而,按下按钮后,这里有2到10秒的延迟,大概是在每个取消动画运行时。是否有更简单平滑的方式来实现我想要的东西(立即取消交易)。
以下是设置处理动画的代码片段:
let durationSlice = 1.0/Double(numCards*numPlayers+1)
var durationSliceStart : Double = 0
UIView.animateKeyframesWithDuration(FiveKings.ANIMATION_250MS*(Double(numCards)*Double(numPlayers)+1), delay: 0.0 ,
options: [.CalculationModeCubic],
animations: {
for iCard in 0..<numCards {
durationSliceStart = Double(iCard*numPlayers) * durationSlice
//translate the cards off the pile and to each mini Hand (and they stay visible)
for iPlayer in 0..<numPlayers {
//Animate the card into view at the start of this set
UIView.addKeyframeWithRelativeStartTime(durationSliceStart+Double(iPlayer)*durationSlice, relativeDuration: 0.0, animations: {
pileCardViews[iCard*numPlayers + iPlayer].alpha = 1.0
})
//add a random amount of translation and rotation to simulate messy cards
let messyX = CGFloat((drand48()-0.5) * MESSY_CARD_XY_OFFSET) * self.mDrawPile.bounds.width
let messyY = CGFloat((drand48()-0.5) * MESSY_CARD_XY_OFFSET) * self.mDrawPile.bounds.height
let messyRotation = CGFloat((drand48()-0.5) * MESSY_CARD_ANGLE) * 2.0 * 3.14
//convert the destination miniHand into the coordinates of mDrawPile
let miniHandLayout = self.mGame.players.getPlayer(iPlayer).miniHandLayout!
miniHandDestinationPoint = miniHandLayout.cardView.convertPoint(CGPoint(x: 0,y: 0), toView: self.mDrawPile)
UIView.addKeyframeWithRelativeStartTime(durationSliceStart+Double(iPlayer)*durationSlice, relativeDuration: durationSlice, animations: {
pileCardViews[iCard*numPlayers + iPlayer].transform = CGAffineTransformConcat(
CGAffineTransformMakeRotation(3.14+messyRotation),
CGAffineTransformMakeTranslation(miniHandDestinationPoint.x + messyX, miniHandDestinationPoint.y + messyY))
if iCard == 0 {miniHandLayout.cardView.alpha = 1.0}
})
}
}//end iCard
//animate a card to the DiscardPile
let discardPileDestination = self.mDiscardPile.convertPoint(CGPoint(x: 0, y: 0), toView: self.mDrawPile)
UIView.addKeyframeWithRelativeStartTime(durationSliceStart+Double(numPlayers)*durationSlice, relativeDuration: durationSlice, animations:
{
pileCardViews[numCards*numPlayers].transform = CGAffineTransformMakeTranslation(discardPileDestination.x, discardPileDestination.y)
pileCardViews[numCards*numPlayers].alpha = 1.0
})
},
//completion block removes the added cards
completion: {(_ : Bool) in
//remove the added cards
for pcv in pileCardViews {pcv.removeFromSuperview()}
self.afterDealing()
}
)//end UIView.animateKeyFramesWithDuration
以下是按“跳过交易”按钮时运行的代码:
if !mDealingPileCards.isEmpty {
for pcv in self.mDealingPileCards {pcv.stopAnimation()} //also seems to call completion handler
self.mDealingPileCards.removeAll(keepCapacity: true)
self.setShowHint(stringKey: "toDisableDealing", setShowHint: FiveKings.HandleHint.SET_AND_SHOW_HINT, hintLevel: GameDifficulty.MEDIUM)
}
并且stopAnimation
的实现是UIView的扩展:
func stopAnimation() {
UIView.animateWithDuration(0.0, delay: 0.0, options: [.BeginFromCurrentState],
animations: {
self.alpha = 1.0
self.transform = CGAffineTransformIdentity
}, completion: nil)
}
编辑:我尝试过使用...layer.removeAllAnimations
,但是在运行完成处理程序时可能会出现同样的延迟问题?
答案 0 :(得分:2)
要取消动画,只需对要动画的每个图层(或每个视图的图层)说removeAllAnimations
即可。您还需要确定您希望该视图出现的位置,但这是一个不同的问题(换句话说,您必须考虑取消实际包含的内容)。
答案 1 :(得分:0)
问题的直接答案(本身提出了另一个问题)是,stopAnimation
(使用.BeginFromCurrentState
调用另一个动画)或..layer.removeAllAnimations
实际上会取消动画。但是在我的情况下,在完成块中还有其他的UI工作,显然直到预定的时间才会运行。换句话说,即使您单独取消/删除关键帧动画,也会延迟完成块。