我有一个绘制矩形到特定百分比的动画。
为此我正在绘制CAShapeLayer
:
func drawTheLayer() -> CAShapeLayer {
let lineWidth: CGFloat = borderWidth * bounds.size.width / standardSizeWidth
let cornerRadiusResized: CGFloat = cornerRadiusRanged * bounds.size.width / standardSizeWidth
let insetRect = CGRectInset(bounds, lineWidth/2.0, lineWidth/2.0)
let apath = ShapeDraw.createRoundedCornerPath(insetRect, cornerRadius: cornerRadiusResized, percent: percentageRanged)
let apathLayer = CAShapeLayer()
apathLayer.frame = bounds
apathLayer.bounds = insetRect
apathLayer.path = apath
apathLayer.strokeColor = AppColor.OnColor.CGColor
apathLayer.fillColor = nil
apathLayer.lineWidth = lineWidth
apathLayer.lineJoin = kCALineJoinRound
apathLayer.lineCap = kCALineCapRound
apathLayer.geometryFlipped = true
let flipTransform = CGAffineTransformMakeScale(1, -1)
apathLayer.setAffineTransform(flipTransform)
return apathLayer
}
为绘图设置动画:
func animateToLevel() {
if percentage <= 0 {
return
}
pathLayer?.removeFromSuperlayer()
pathLayer?.removeAllAnimations()
animating = true
let apathLayer = drawTheLayer()
layer.addSublayer(apathLayer)
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
pathAnimation.delegate = self
pathAnimation.duration = 0.5
pathAnimation.fromValue = 0.0
pathAnimation.setValue("levelAnimation", forKey: "animationId")
apathLayer.addAnimation(pathAnimation, forKey: nil)
pathLayer = apathLayer
}
与此动画无关,还有另一个可能发生的动画。缩放矩形superView
。当我开始绘制路径时出现问题是根据小尺寸的超级视图绘制的,然后当帧变大时,绘制动画的路径保持相同,这是预期的,但是有一个逻辑上没有hacky的解决方案吗?或者我必须在drawRect
对于superview,动画正在改变UIView动画中的UILayout高度常量:
heightOfContainerConstraint.constant = 100 // or 400 when it is expanded
UIView.animateWithDuration(animated ? animationDuration : 0) {
self.view.layoutIfNeeded()
}
创建圆角的代码:
import UIKit
class ShapeDraw {
static func createRoundedCornerPath(rect: CGRect, cornerRadius: CGFloat, percent: CGFloat) -> CGMutablePathRef {
let piNumber: CGFloat = CGFloat(M_PI)
// get the 4 corners of the rect
let topLeft = CGPointMake(rect.origin.x, rect.origin.y)
let topRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y)
let bottomRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height)
let bottomLeft = CGPointMake(rect.origin.x, rect.origin.y + rect.size.height)
// Set 4 corner arc starting angles
let startAngleTopRight: CGFloat = 3 * piNumber/2
let startAngleBottomRight: CGFloat = 0
let startAngleBottomLeft: CGFloat = piNumber / 2
let startAngleTopLeft: CGFloat = piNumber
let slices = (CGRectGetWidth(rect) / cornerRadius) * 4
let partValue: CGFloat = 100 / slices // %100 is total -> 1 piece is 100/16 percent
let wayToGoLine = CGRectGetWidth(rect) - 2 * cornerRadius
let linePartValue = partValue * (slices/4 - 2)
var remainingPercent: CGFloat = percent
let path = CGPathCreateMutable()
// move to top left
CGPathMoveToPoint(path, nil, topRight.x/2, topRight.y)
// add top right half line
remainingPercent = addLine(path, x: topRight.x/2 + (wayToGoLine/2 * getConstantForThis(remainingPercent, partValue: linePartValue/2)), y: topRight.y, remainingPercent: remainingPercent, currentPartPercent: linePartValue/2)
// add top right curve
let endingAngleTopRight = endingAngleForThis(startAngleTopRight, remainingPercent: remainingPercent, partValue: partValue)
remainingPercent = addArc(path, x: topRight.x - cornerRadius, y: topRight.y + cornerRadius, radius: cornerRadius, startAngle: startAngleTopRight, endingAngle: endingAngleTopRight, remainingPercent: remainingPercent, currentPartPercent: partValue * 2)
// add right line
remainingPercent = addLine(path, x: bottomRight.x, y: topRight.y + cornerRadius + (wayToGoLine * getConstantForThis(remainingPercent, partValue: linePartValue)), remainingPercent: remainingPercent, currentPartPercent: linePartValue)
// add bottom right curve
let endingAngleBottomRight = endingAngleForThis(startAngleBottomRight, remainingPercent: remainingPercent, partValue: partValue)
remainingPercent = addArc(path, x: bottomRight.x - cornerRadius, y: bottomRight.y - cornerRadius, radius: cornerRadius, startAngle: startAngleBottomRight, endingAngle: endingAngleBottomRight, remainingPercent: remainingPercent, currentPartPercent: partValue * 2)
// add bottom line
remainingPercent = addLine(path, x: bottomRight.x - cornerRadius - (wayToGoLine * getConstantForThis(remainingPercent, partValue: linePartValue)), y: bottomLeft.y, remainingPercent: remainingPercent, currentPartPercent: linePartValue)
// add bottom left curve
let endingAngleBottomLeft = endingAngleForThis(startAngleBottomLeft, remainingPercent: remainingPercent, partValue: partValue)
remainingPercent = addArc(path, x: bottomLeft.x + cornerRadius, y: bottomLeft.y - cornerRadius, radius: cornerRadius, startAngle: startAngleBottomLeft, endingAngle: endingAngleBottomLeft, remainingPercent: remainingPercent, currentPartPercent: partValue * 2)
// add left line
remainingPercent = addLine(path, x: topLeft.x, y: bottomLeft.y - cornerRadius - (wayToGoLine * getConstantForThis(remainingPercent, partValue: linePartValue)), remainingPercent: remainingPercent, currentPartPercent: linePartValue)
// add top left curve
let endingAngleTopLeft = endingAngleForThis(startAngleTopLeft, remainingPercent: remainingPercent, partValue: partValue)
remainingPercent = addArc(path, x: topLeft.x + cornerRadius, y: topLeft.y + cornerRadius, radius: cornerRadius, startAngle: startAngleTopLeft, endingAngle: endingAngleTopLeft, remainingPercent: remainingPercent, currentPartPercent: partValue * 2)
// add top left half line
remainingPercent = addLine(path, x: topLeft.x + cornerRadius + (wayToGoLine/2 * getConstantForThis(remainingPercent, partValue: linePartValue/2)), y: topRight.y, remainingPercent: remainingPercent, currentPartPercent: linePartValue/2)
return path
}
static func endingAngleForThis(startAngle: CGFloat, remainingPercent: CGFloat, partValue: CGFloat) -> CGFloat {
return startAngle + (CGFloat(M_PI) * getConstantForThis(remainingPercent, partValue: partValue * 2) / 2)
}
static func getConstantForThis(percent: CGFloat, partValue: CGFloat) -> CGFloat {
let percentConstant = percent - partValue > 0 ? 1 : percent / partValue
return percentConstant
}
static func addLine(path: CGMutablePath?, x: CGFloat, y: CGFloat, remainingPercent: CGFloat, currentPartPercent: CGFloat) -> CGFloat {
if remainingPercent > 0 {
CGPathAddLineToPoint(path, nil, x, y)
return remainingPercent - currentPartPercent
}
return 0
}
static func addArc(path: CGMutablePath?, x: CGFloat, y: CGFloat, radius: CGFloat, startAngle: CGFloat, endingAngle: CGFloat, remainingPercent: CGFloat, currentPartPercent: CGFloat) -> CGFloat {
if remainingPercent > 0 {
CGPathAddArc(path, nil, x, y, radius, startAngle, endingAngle, false)
return remainingPercent - currentPartPercent
}
return 0
}
}
答案 0 :(得分:1)
基本上,我们有两个动画:
目标是:这些动画必须在同一时间(一组)一起工作,而不是顺序。
下面的代码只是一个示例,并没有遵循确切的属性或自定义目标,我想解释在这种情况下我会做什么:
// follow the rectangle path
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
let cornerRadiusResized: CGFloat = cornerRadiusRanged * bounds.size.width / standardSizeWidth
let apath = ShapeDraw.createRoundedCornerPath(insetRect, cornerRadius: cornerRadiusResized, percent: percentageRanged)
pathAnimation.toValue = apath
// scaling of the rectangle superview
let newBounds = CGRectMake(self.view.bounds.origin.x, self.view.bounds.origin.y, self.view.bounds.width, self.view.bounds.height)
let boundsAnimation = CABasicAnimation(keyPath: "bounds")
boundsAnimation.toValue = NSValue(CGRect:newBounds)
// The group
var theGroup: CAAnimationGroup = CAAnimationGroup()
theGroup.animations = [pathAnimation,boundsAnimation]
theGroup.duration = 2.0
theGroup.repeatCount = 1
theGroup.fillMode = kCAFillModeForwards
apathLayer.addAnimation(theGroup, forKey: "theGroup")
修改强>:
如果您需要第三个动画,当您在评论中发言时,要更改UIButton
尺寸,您还可以添加:
var buttonAnimation:CABasicAnimation = CABasicAnimation(keyPath: "transform.scale")
pulseAnimation.duration = 2.0
pulseAnimation.toValue = NSNumber(float: 0.5)
pulseAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
并将其添加到数组中:
theGroup.animations = [pathAnimation,buttonAnimation, boundsAnimation]