使用CABasicAnimation在重启期间连续绘制整圆绘制,没有任何延迟

时间:2017-05-07 08:15:03

标签: swift animation

我正在尝试在视图控制器中制作动画,其中圆圈随动画旋转。圆圈应该旋转,直到一个过程像下面的gif一样完成。我已经实现了圆形动画,但无法达到我想达到的目的。

kmeans_data

我正在使用strokeEnd动画来实现动画。并且不透明度可以为颜色设置动画。但是当圆圈达到360度时,它会在开始新圆圈之前产生延迟。

有人知道如何移除此效果并获得流畅的动画吗?

The above code produces this animation

But i want to achieve this animation

笔画颜色也与原始动画不同。我们可以使用CABasicAnimation来实现这个动画吗?

1 个答案:

答案 0 :(得分:5)

不是试图为实际绘图设置动画,只需绘制一次视图,然后为其设置动画。

这是一个自定义PadlockView和一个自定义CircleView,它模仿您展示的动画。要使用它,请将以下代码添加到项目中。在您的故事板中添加UIView,将其类更改为PadlockView,并为其创建@IBOutlet(也许称为padlock)。如果希望视图设置动画,请设置padlock.circle.isAnimating = true。要停止制作动画,请设置padlock.circle.isAnimating = false

<强> CircleView.swift

// This UIView extension was borrowed from @keval's answer:
// https://stackoverflow.com/a/41160100/1630618
extension UIView {
    func rotate360Degrees(duration: CFTimeInterval = 3) {
        let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
        rotateAnimation.fromValue = 0.0
        rotateAnimation.toValue = CGFloat.pi * 2
        rotateAnimation.isRemovedOnCompletion = false
        rotateAnimation.duration = duration
        rotateAnimation.repeatCount = Float.infinity
        self.layer.add(rotateAnimation, forKey: nil)
    }
}

class CircleView: UIView {

    var foregroundColor = UIColor.white
    var lineWidth: CGFloat = 3.0

    var isAnimating = false {
        didSet {
            if isAnimating {
                self.isHidden = false
                self.rotate360Degrees(duration: 1.0)
            } else {
                self.isHidden = true
                self.layer.removeAllAnimations()
            }
        }
    }

    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        setup()
    }

    func setup() {
        self.isHidden = true
        self.backgroundColor = .clear
    }

    override func draw(_ rect: CGRect) {
        let width = bounds.width
        let height = bounds.height
        let radius = (min(width, height) - lineWidth) / 2.0

        var currentPoint = CGPoint(x: width / 2.0 + radius, y: height / 2.0)
        var priorAngle = CGFloat(360)

        for angle in stride(from: CGFloat(360), through: 0, by: -2) {
            let path = UIBezierPath()
            path.lineWidth = lineWidth

            path.move(to: currentPoint)
            currentPoint = CGPoint(x: width / 2.0 + cos(angle * .pi / 180.0) * radius, y: height / 2.0 + sin(angle * .pi / 180.0) * radius)
            path.addArc(withCenter: CGPoint(x: width / 2.0, y: height / 2.0), radius: radius, startAngle: priorAngle * .pi / 180.0 , endAngle: angle * .pi / 180.0, clockwise: false)
            priorAngle = angle

            foregroundColor.withAlphaComponent(angle/360.0).setStroke()
            path.stroke()
        }
    }

}

<强> PadlockView.swift

class PadlockView: UIView {

    var circle: CircleView!

    override init(frame: CGRect) {
        super.init(frame: frame)
        setup()
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        setup()
    }

    func setup() {
        self.backgroundColor = .clear

        circle = CircleView()
        circle.translatesAutoresizingMaskIntoConstraints = false
        self.addSubview(circle)
        circle.centerXAnchor.constraint(equalTo: self.centerXAnchor).isActive = true
        circle.centerYAnchor.constraint(equalTo: self.centerYAnchor).isActive = true
        circle.widthAnchor.constraint(equalTo: self.widthAnchor).isActive = true
        circle.heightAnchor.constraint(equalTo: self.heightAnchor).isActive = true
    }

    override func draw(_ rect: CGRect) {
        let width = bounds.width
        let height = bounds.height

        let lockwidth = width / 3
        let lockheight = height / 4

        let boltwidth = lockwidth * 2 / 3

        UIColor.white.setStroke()

        let path = UIBezierPath()
        path.move(to: CGPoint(x: (width - lockwidth) / 2, y: height / 2))
        path.addLine(to: CGPoint(x: (width + lockwidth) / 2, y: height / 2))
        path.addLine(to: CGPoint(x: (width + lockwidth) / 2, y: height / 2 + lockheight))
        path.addLine(to: CGPoint(x: (width - lockwidth) / 2, y: height / 2 + lockheight))
        path.close()
        path.move(to: CGPoint(x: (width - boltwidth) / 2, y: height / 2))
        path.addLine(to: CGPoint(x: (width - boltwidth) / 2, y: height / 2 - boltwidth / 4))
        path.addArc(withCenter: CGPoint(x: width/2, y: height / 2 - boltwidth / 4), radius: boltwidth / 2, startAngle: .pi, endAngle: 0, clockwise: true)
        path.lineWidth = 2.0
        path.stroke()
    }

}

注意:连续动画代码由this answer提供。

以下是我在ViewController中使用以下代码设置的演示:

@IBOutlet weak var padlock: PadlockView!

@IBAction func startStop(_ sender: UIButton) {
    if sender.currentTitle == "Start" {
        sender.setTitle("Stop", for: .normal)
        padlock.circle.isAnimating = true
    } else {
        sender.setTitle("Start", for: .normal)
        padlock.circle.isAnimating = false
    }
}

Demo of padlock with animated circle