在某个点更改动画UIBezierPath的颜色

时间:2018-06-12 19:34:07

标签: swift core-animation cashapelayer

我正在尝试使用CAShapeLayer和动画UIBezierPath在Swift 4中创建循环进度条。这样可以正常工作,但我希望圆圈在动画达到某个值后更改strokeColor

例如:一旦绘制了75%的圆圈,我想将strokeColorUIColor.black.cgColor切换为UIColor.red.cgColor

我的圆圈代码和“进度”动画如下所示:

let circleLayer = CAShapeLayer()

// set initial strokeColor:
circleLayer.strokeColor = UIColor.black.cgColor
circleLayer.path = UIBezierPath([...]).cgPath

// animate the circle:
let animation = CABasicAnimation()
animation.keyPath = #keyPath(CAShapeLayer.strokeEnd)
animation.fromValue = 0.0
animation.toValue = 1
animation.duration = 10
animation.isAdditive = true
animation.fillMode = .forwards
circleLayer.add(animation, forKey: "strokeEnd")

我知道也可以为CABasicAnimation密钥路径创建strokeColor,并将fromValuetoValue设置为UIColors以获取strokeColor 1}}慢慢改变。但这就像是一段时间的过渡,这不是我想要的。

更新1:

根据Mihai Fratu的回答,我能够解决我的问题。为了将来参考,我想添加一个最小的 Swift 4 代码示例:

// Create the layer with the circle path (UIBezierPath)
let circlePathLayer = CAShapeLayer()
circlePathLayer.path = UIBezierPath([...]).cgPath
circlePathLayer.strokeEnd = 0.0
circlePathLayer.strokeColor = UIColor.black.cgColor
circlePathLayer.fillColor = UIColor.clear.cgColor
self.layer.addSublayer(circlePathLayer)

// Create animation to animate the progress (circle slowly draws)
let progressAnimation = CABasicAnimation()
progressAnimation.keyPath = #keyPath(CAShapeLayer.strokeEnd)
progressAnimation.fromValue = 0.0
progressAnimation.toValue = 1

// Create animation to change the color
let colorAnimation = CABasicAnimation()
colorAnimation.keyPath = #keyPath(CAShapeLayer.strokeColor)
colorAnimation.fromValue = UIColor.black.cgColor
colorAnimation.toValue = UIColor.red.cgColor
colorAnimation.beginTime = 3.75 // Since your total animation is 10s long, 75% is 7.5s - play with this if you need something else
colorAnimation.duration = 0.001 // make this really small - this way you "hide" the transition
colorAnimation.fillMode = .forwards

// Group animations together
let progressAndColorAnimation = CAAnimationGroup()
progressAndColorAnimation.animations = [progressAnimation, colorAnimation]
progressAndColorAnimation.duration = 5

// Add animations to the layer
circlePathLayer.add(progressAndColorAnimation, forKey: "strokeEndAndColor")

1 个答案:

答案 0 :(得分:2)

如果我理解你的问题,那么这应该是你所追求的。请记住,它根本没有经过测试:

let circleLayer = CAShapeLayer()

// set initial strokeColor:
circleLayer.strokeColor = UIColor.black.cgColor
circleLayer.path = UIBezierPath([...]).cgPath

// animate the circle:
let animation = CABasicAnimation()
animation.keyPath = #keyPath(CAShapeLayer.strokeEnd)
animation.fromValue = 0.0
animation.toValue = 1
animation.beginTime = 0 // Being part of an animation group this is relative to the animation group start time
animation.duration = 10
animation.isAdditive = true
animation.fillMode = .forwards

// animate the circle color:
let colorAnimation = CABasicAnimation()
colorAnimation.keyPath = #keyPath(CAShapeLayer.strokeColor)
colorAnimation.fromValue = UIColor.black.cgColor
colorAnimation.toValue = UIColor.black.red
colorAnimation.beginTime = 7.5 // Since your total animation is 10s long, 75% is 7.5s - play with this if you need something else
colorAnimation.duration = 0.0001 // make this really small - this way you "hide" the transition
colorAnimation.isAdditive = true
colorAnimation.fillMode = .forwards

let sizeAndColorAnimation = CAAnimationGroup()
sizeAndColorAnimation.animations = [animation, colorAnimation]
sizeAndColorAnimation.duration = 10

circleLayer.add(sizeAndColorAnimation, forKey: "strokeEndAndColor")