答案 0 :(得分:52)
您可以在path
上为CAShapeLayer
的笔画末尾设置动画,例如,
weak var shapeLayer: CAShapeLayer?
@IBAction func didTapButton(_ sender: Any) {
// remove old shape layer if any
self.shapeLayer?.removeFromSuperlayer()
// create whatever path you want
let path = UIBezierPath()
path.move(to: CGPoint(x: 10, y: 50))
path.addLine(to: CGPoint(x: 200, y: 50))
path.addLine(to: CGPoint(x: 200, y: 240))
// create shape layer for that path
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
shapeLayer.strokeColor = #colorLiteral(red: 1, green: 0, blue: 0, alpha: 1).cgColor
shapeLayer.lineWidth = 4
shapeLayer.path = path.cgPath
// animate it
view.layer.addSublayer(shapeLayer)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.duration = 2
shapeLayer.add(animation, forKey: "MyAnimation")
// save shape layer
self.shapeLayer = shapeLayer
}
产量:
显然,您可以将UIBezierPath
更改为符合您兴趣的内容。例如,您可以在路径中包含空格。或者你甚至不需要有直线路径:
let path = UIBezierPath()
path.move(to: CGPoint(x: 10, y: 130))
path.addCurve(to: CGPoint(x: 210, y: 200), controlPoint1: CGPoint(x: 50, y: -100), controlPoint2: CGPoint(x: 100, y: 350))
您还可以在CAAnimationGroup
:
// create shape layer for that path (this defines what the path looks like when the animation is done)
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
shapeLayer.strokeColor = #colorLiteral(red: 1, green: 0, blue: 0, alpha: 1).cgColor
shapeLayer.lineWidth = 5
shapeLayer.path = path.cgPath
shapeLayer.strokeStart = 0.8
let startAnimation = CABasicAnimation(keyPath: "strokeStart")
startAnimation.fromValue = 0
startAnimation.toValue = 0.8
let endAnimation = CABasicAnimation(keyPath: "strokeEnd")
endAnimation.fromValue = 0.2
endAnimation.toValue = 1.0
let animation = CAAnimationGroup()
animation.animations = [startAnimation, endAnimation]
animation.duration = 2
shapeLayer.add(animation, forKey: "MyAnimation")
产量:
CoreAnimation让您可以很好地控制描边路径的呈现方式。
答案 1 :(得分:3)
我的需求类似 - 想让场景的动作在场景中追踪一条线,但是很难将CAShapeLayer中的动画与SKScene中的动画同步。
所以最终采用了不同的方法:
import SpriteKit
import PlaygroundSupport
import AVFoundation
let start = CGPoint(x: 100, y: 50)
let end = CGPoint(x: 200, y: 50)
let control = CGPoint(x: 150, y: 100);
var motion: SKAction = SKAction();
let radius: CGFloat = 20;
let bounds = CGRect(x: 0, y: 0, width: 400, height: 200)
let skview = SKView(frame: bounds)
PlaygroundPage.current.liveView = skview
PlaygroundPage.current.needsIndefiniteExecution = true
class MyScene: SKScene,AVSpeechSynthesizerDelegate {
var motionComplete = false
var redline: SKShapeNode = SKShapeNode();
var greenball: SKShapeNode = SKShapeNode();
override func sceneDidLoad() {
greenball = SKShapeNode(circleOfRadius: radius);
greenball.position = start;
greenball.fillColor = .green;
let motionpath = CGMutablePath();
motionpath.move(to: start)
motionpath.addQuadCurve(to: end, control: control)
motion = SKAction.follow(motionpath, asOffset: false, orientToPath: true,duration: 2);
let linepath = CGMutablePath();
linepath.move(to: start);
redline = SKShapeNode(path: linepath);
redline.strokeColor = .red;
redline.lineWidth = 5;
greenball.run(motion) {
self.motionComplete = true;
};
self.addChild(greenball);
self.addChild(redline);
}
override func update(_ currentTime: TimeInterval) {
if (motionComplete == false) {
let cgpath = self.redline.path as! CGMutablePath;
cgpath.addLine(to: greenball.position);
self.redline.path = cgpath;
}
}
}
let scene = MyScene(size: CGSize(width: 400, height: 200));
scene.scaleMode = SKSceneScaleMode.aspectFill
scene.size = skview.bounds.size
skview.presentScene(scene)
结果:
答案 2 :(得分:0)
一种方法是使用具有背景颜色的UIView。 尝试这样的事情。
df['value_day_normalized'] = df['value'].div(df.resample('D')['value'].transform('sum'))
print (df)
value value_day_normalized
datetime
2017-03-08 14:36:06.616166 1002.49 0.053239
2017-03-08 15:06:07.661818 992.68 0.052718
2017-03-08 15:36:08.597443 984.34 0.052275
2017-03-08 16:06:09.265451 989.32 0.052539
2017-03-08 16:36:10.581452 1004.00 0.053319
2017-03-08 17:06:11.269434 1003.97 0.053317
2017-03-08 17:36:12.117443 994.80 0.052830
...
...
有了这个,你可以实现任何数量的红线移动。
另一种方法是实际绘制一条线。我不会详细了解这一点,但会推荐。
最后一件事......在堆栈溢出时,我们感谢那些在询问问题之前表明他们正确研究过主题的人。使用谷歌,我能够快速提出许多关于如何做你正在寻找的教程。尝试自己做研究,因为通常教程会有比堆栈溢出答案更重要的细节。
答案 3 :(得分:0)
此技术也可以使用,它作为边框添加,您可以按自己的方式进行模制。首先创建路径,然后在其上画线
let path = UIBezierPath()
我已经根据需要指定了x,y值,您可以根据自己的需要进行更改
path.move(to: CGPoint(x: 134, y: 209))//
path.addLine(to: CGPoint(x: (131 + 93), y: 209))// for drawing line
path.addQuadCurve(to: CGPoint(x: (131 + 97), y: 212) , controlPoint: CGPoint(x: (131 + 93), y: 209))// for drawing a curve
path.addLine(to: CGPoint(x: (131 + 97) , y: (209 + 33 )))
path.addQuadCurve(to: CGPoint(x: (131 + 93), y: (209 + 37)), controlPoint: CGPoint(x: (131 + 97) , y: (209 + 33 )))
path.addLine(to: CGPoint(x: 135, y: (209 + 37)))
path.addQuadCurve(to: CGPoint(x: 131, y: 209 + 33), controlPoint: CGPoint(x: 135, y: 209 + 37))
path.addLine(to: CGPoint(x: 131, y: 213))
path.addQuadCurve(to: CGPoint(x: 134, y: 209), controlPoint:CGPoint(x: 131, y: 213) )
let shapelayer = CAShapeLayer()//create shape layer object
shapelayer.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
shapelayer.strokeColor = #colorLiteral(red: 0.06274510175, green: 0, blue: 0.1921568662, alpha: 1).cgColor
shapelayer.lineWidth = 2
shapelayer.path = path.cgPath
view.layer.addSublayer(shapelayer)
let animation = CABasicAnimation(keyPath: "strokeEnd")// create animation and add it to shape layer
animation.fromValue = 0
animation.duration = 3
shapelayer.add(animation, forKey: "MyAnimation")
self.shapelayer = shapelayer
仅此而已。希望它能对某人有所帮助,因为我也花了几个小时才做到了,因为没有找到确切的解决方案。还要检查此链接: