动画一个只改变其他属性的图层属性?

时间:2017-11-07 18:12:23

标签: ios animation core-animation cabasicanimation cagradientlayer

想象一下CAGradientLayer

动画.startPoint.endPoint非常容易。

现在设想一个浮动spinLike,只需一次设置两个

{所以,您可以简单地为spinLike设置动画,而不是使用两种不同的动画。}

类似......

class CustomGradientLayer: CAGradientLayer {

    @objc var spinLike: CGFloat = 0 {

        didSet {

            startPoint = CGPoint( ... )
            endPoint = CGPoint( ... )
            setNeedsDisplay()
        }
    }
}

动画spinLike ...

class Test: UIView {

     ...
     g = CustomGradientLayer()
     a = CABasicAnimation(keyPath: "spinLike")
     ...
     g.add(a, forKey: nil)
     ...

但是

它不起作用,startPointendPoint根本没有移动。

有什么问题?

注意 - 悲惨地看来你不能@NSManaged一个有didSet的属性......

enter image description here

注意 - 只需覆盖绘制循环即可轻松制作自己的自定义动画

这方面有很多例子。你就是这样做的:

class CircleProgressLayer: CALayer {

    @NSManaged var progress: CGFloat

    override class func needsDisplayForKey(key: String) -> Bool {

        if key == "progress" {
            return true
        }
        return super.needsDisplayForKey(key)
    }

    override func draw(in ctx: CGContext) {

        path.fill() etc etc... your usual drawing code
    }
}

不幸的是我的问题是

与实际绘图无关:

通过动画属性spinLike

我只想更改每个帧现有的普通动画属性(在示例中,.startPoint.endPoint

你是怎么做到的?

请注意!您无法在.startPoint中更改.endPointdrawInContext - 您将attempting to modify read-only layer

1 个答案:

答案 0 :(得分:1)

要为自定义属性设置动画,您应使用@NSManaged标记它们。分配新值时,不应强制重绘。相反,您应该覆盖needsDisplay(forKey:)

class CustomedGradLayer: CAGradientLayer {
    @NSManaged var spinLike: CGFloat

    class func needsDisplay(forKey key: String) -> Bool {
        return key == "spinLike" || super.needsDisplay(forKey: key)
    }

    class func defaultValue(forKey key: String) -> Any? {
        return key == "spinLike" ? CGFloat(0) : super.defaultValue(forKey: key)
    }
}

最后,您应该根据Apple documentation实现图层的绘制。

几个月前我在Swift写了一个小项目。它演示了具有Koch曲线深度的自定义图层动画。

这是图层类的代码:

class KochLayer: CALayer {
    fileprivate let kPI = CGFloat(Double.pi)
    @NSManaged var depth : CGFloat
    var midPoint: CGPoint {
        get {
            let theBounds = self.bounds

            return CGPoint(x: theBounds.midX, y: theBounds.midY)
        }
    }
    var color: CGColor!

    override class func defaultValue(forKey inKey: String) -> Any? {
        return inKey == kDepthKey ? 0.0 : super.defaultValue(forKey: inKey)
    }

    override class func needsDisplay(forKey inKey: String) -> Bool {
        if inKey == kDepthKey {
            return true
        }
        else {
            return super.needsDisplay(forKey: inKey)
        }
    }

    override init() {
        super.init()
    }

    override init(layer inLayer: Any) {
        super.init(layer: inLayer)
        if let theLayer = inLayer as? KochLayer {
            depth = theLayer.depth
            color = theLayer.color
        }
    }

    required init(coder inCoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    func pointWithRadius(_ inRadius: CGFloat, angle inAngle: CGFloat) -> CGPoint {
        let theCenter = midPoint

        return CGPoint(x: theCenter.x + inRadius * sin(inAngle),
            y: theCenter.y - inRadius * cos(inAngle));
    }

    override func draw(in inContext: CGContext) {
        let theBounds = self.bounds
        let theRadius = fmin(theBounds.width, theBounds.height) / 2.0
        let thePoints: [CGPoint] = [
            pointWithRadius(theRadius, angle:0.0),
            pointWithRadius(theRadius, angle:2 * kPI / 3.0),
            pointWithRadius(theRadius, angle:4 * kPI / 3.0)
        ]
        let thePath = CGMutablePath()

        inContext.setLineWidth(0.5)
        inContext.setLineCap(.round)
        inContext.setLineJoin(.round)
        inContext.setFillColor(color)
        thePath.move(to: thePoints[0])
        for i in 0..<3 {
            addPointsToPath(thePath, fromPoint:thePoints[i], toPoint:thePoints[(i + 1) % 3], withDepth:self.depth)
        }
        inContext.addPath(thePath)
        inContext.fillPath()
    }

    func addPointsToPath(_ inoutPath: CGMutablePath, fromPoint inFromPoint: CGPoint, toPoint inToPoint: CGPoint, withDepth inDepth: CGFloat) {
        var thePoints = Array<CGPoint>(repeating: inFromPoint, count: 5)

        thePoints[4] = inToPoint;
        if inDepth <= 1.0 {
            curveWithWeight(inDepth, points:&thePoints)
            for i in 1..<5 {
                inoutPath.addLine(to: thePoints[i])
            }
        }
        else {
            let theDepth = inDepth - 1;

            curveWithWeight(1.0, points:&thePoints)
            for i in 0..<4  {
                addPointsToPath(inoutPath, fromPoint:thePoints[i], toPoint:thePoints[i + 1], withDepth:theDepth)
            }
        }
    }

    func curveWithWeight(_ inWeight: CGFloat, points inoutPoints: inout [CGPoint]) {
        let theFromPoint = inoutPoints[0]
        let theToPoint = inoutPoints[4]
        let theFactor = inWeight / (2 * sqrt(3))
        let theDelta = CGSize(width: theToPoint.x - theFromPoint.x, height: theToPoint.y - theFromPoint.y);

        inoutPoints[1] = CGPoint(x: theFromPoint.x + theDelta.width / 3,
            y: theFromPoint.y + theDelta.height / 3)
        inoutPoints[2] = CGPoint(x: theFromPoint.x + theDelta.width / 2 + theFactor * theDelta.height,
            y: theFromPoint.y + theDelta.height / 2 - theFactor * theDelta.width);
        inoutPoints[3] = CGPoint(x: theToPoint.x - theDelta.width / 3,
            y: theToPoint.y - theDelta.height / 3)
    }
}