所以我有一个用UIBezierPath绘制的圆圈,我需要将superview设置为与我的圆圈相同,这里是我的代码:
override func draw(_ rect: CGRect) {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: rect.midX, y: rect.midY), radius: circleRadius, startAngle: 0.0, endAngle:CGFloat(Double.pi * 2), clockwise: true)
let strokeColorAnimation = CABasicAnimation(keyPath: "strokeColor")
let strokeEndAnimation = CABasicAnimation(keyPath: "strokeEnd")
shapeLayer.path = circlePath.cgPath
shapeLayer.lineWidth = 0.3 * circleRadius
shapeLayer.fillColor = UIColor.clear.cgColor
if oldColor == nil { oldColor = newColor }
if oldStrokeEnd == nil { oldStrokeEnd = 0.01 * currentCGFloatProximity }
strokeColorAnimation.fromValue = oldColor!.cgColor
strokeColorAnimation.toValue = newColor.cgColor
strokeColorAnimation.duration = 0.3
strokeColorAnimation.isRemovedOnCompletion = false
strokeColorAnimation.fillMode = kCAFillModeForwards
strokeEndAnimation.fromValue = oldStrokeEnd
strokeEndAnimation.toValue = 0.01 * currentCGFloatProximity
strokeEndAnimation.duration = 0.3
strokeEndAnimation.isRemovedOnCompletion = false
strokeEndAnimation.fillMode = kCAFillModeForwards
shapeLayer.add(strokeColorAnimation, forKey: strokeColorAnimation.keyPath)
shapeLayer.add(strokeEndAnimation, forKey: strokeEndAnimation.keyPath)
layer.mask = shapeLayer
// layer.addSublayer(shapeLayer)
oldColor = newColor
oldStrokeEnd = 0.01 * currentCGFloatProximity
}
当我添加到superview的图层蒙版时,我的shapeLayer得到了这个结果,它的黑色并没有改变它的颜色:
//layer.mask = shapeLayer
layer.addSublayer(shapeLayer)
当我将子图层添加到superview的图层时,我得到以下结果:
我想要的只是第一张图片中的结果,但带有彩色圆圈。希望得到帮助。抱歉我的英文。
答案 0 :(得分:1)
好的,我通过添加新的形状图层来修复它,但也许有人有更好的解决方案。 现在我有了这段代码:
override func draw(_ rect: CGRect) {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: rect.midX, y: rect.midY), radius: circleRadius, startAngle: 0.0, endAngle:CGFloat(Double.pi * 2), clockwise: true)
let strokeColorAnimation = CABasicAnimation(keyPath: "strokeColor")
let strokeEndAnimation = CABasicAnimation(keyPath: "strokeEnd")
circleLayer.path = circlePath.cgPath
circleLayer.lineWidth = 0.3 * circleRadius
circleLayer.fillColor = UIColor.clear.cgColor
backgroundLayer.path = circlePath.cgPath
backgroundLayer.lineWidth = 0.3 * circleRadius
backgroundLayer.strokeColor = UIColor.black.cgColor
backgroundLayer.fillColor = UIColor.clear.cgColor
if oldColor == nil { oldColor = newColor }
if oldStrokeEnd == nil { oldStrokeEnd = 0.01 * currentCGFloatProximity }
strokeColorAnimation.fromValue = oldColor!.cgColor
strokeColorAnimation.toValue = newColor.cgColor
strokeColorAnimation.duration = 0.3
strokeColorAnimation.isRemovedOnCompletion = false
strokeColorAnimation.fillMode = kCAFillModeForwards
strokeEndAnimation.fromValue = oldStrokeEnd
strokeEndAnimation.toValue = 0.01 * currentCGFloatProximity
strokeEndAnimation.duration = 0.3
strokeEndAnimation.isRemovedOnCompletion = false
strokeEndAnimation.fillMode = kCAFillModeForwards
circleLayer.add(strokeColorAnimation, forKey: strokeColorAnimation.keyPath)
circleLayer.add(strokeEndAnimation, forKey: strokeEndAnimation.keyPath)
layer.mask = backgroundLayer
layer.addSublayer(circleLayer)
oldColor = newColor
oldStrokeEnd = 0.01 * currentCGFloatProximity
}