使用UIBezierPath闪烁箭头绘制

时间:2019-01-03 06:11:07

标签: ios swift uibezierpath

我有一个UIScrollView,里面有很长的文字。我想通知用户,它有更多内容可供阅读。因此,我在其底部添加了一个带有UIBezierPath的箭头。

class ArrowView: UIView {
    var arrowPath: UIBezierPath!
    // Only override draw() if you perform custom drawing.
    // An empty implementation adversely affects performance during animation.
    override func draw(_ rect: CGRect) {
        // Drawing code
        self.drawArrow(from: CGPoint(x: rect.midX, y: rect.minY), to: CGPoint(x: rect.midX, y: rect.maxY),
                       tailWidth: 10, headWidth: 25, headLength: 20)

        //arrowPath.fill()
    }

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

        self.backgroundColor = UIColor.darkGray
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
    }
    private func drawArrow(from start: CGPoint, to end: CGPoint, tailWidth: CGFloat, headWidth: CGFloat, headLength: CGFloat){
        let length = hypot(end.x - start.x, end.y - start.y)
        let tailLength = length - headLength

        func p(_ x: CGFloat, _ y: CGFloat) -> CGPoint { return CGPoint(x: x, y: y) }
        let points: [CGPoint] = [
            p(0, tailWidth / 2),
            p(tailLength, tailWidth / 2),
            p(tailLength, headWidth / 2),
            p(length, 0),
            p(tailLength, -headWidth / 2),
            p(tailLength, -tailWidth / 2),
            p(0, -tailWidth / 2)
        ]

        let cosine = (end.x - start.x) / length
        let sine = (end.y - start.y) / length
        let transform = CGAffineTransform(a: cosine, b: sine, c: -sine, d: cosine, tx: start.x, ty: start.y)

        let path = CGMutablePath()
        path.addLines(between: points, transform: transform)
        path.closeSubpath()

        arrowPath = UIBezierPath.init(cgPath: path)
    }
}

我的问题:如何实现箭头上的眨眼动画。假设它具有一个从白色到蓝色的渐变层。它应该从白色开始变成蓝色,然后在起点上看到蓝色,然后在箭头的终点上看到白色,并且该圆圈应该继续。

最后,此动画应通知用户可以滚动视图。

我该如何实现?

enter image description here

3 个答案:

答案 0 :(得分:1)

您可以尝试将CAGradientLayer与CAAnimation一起使用。为您的视图添加渐变:

override func viewDidAppear(animated: Bool) {

    self.gradient = CAGradientLayer()
    self.gradient?.frame = self.view.bounds
    self.gradient?.colors = [ UIColor.white.cgColor, UIColor.white.cgColor]
    self.view.layer.insertSublayer(self.gradient, atIndex: 0)
    animateLayer()
}

func animateLayer(){

    var fromColors = self.gradient.colors
    var toColors: [AnyObject] = [UIColor.blue.cgColor,UIColor.blue.cgColor]
    self.gradient.colors = toColors
    var animation : CABasicAnimation = CABasicAnimation(keyPath: "colors")

    animation.fromValue = fromColors
    animation.toValue = toColors
    animation.duration = 3.00
    animation.isRemovedOnCompletion = true
    animation.fillMode = CAMediaTimingFillMode.forwards
    animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
    animation.delegate = self

    self.gradient?.addAnimation(animation, forKey:"animateGradient")
}

并以循环顺序继续进行渐变动画,例如:

override func animationDidStop(anim: CAAnimation!, finished flag: Bool) {
    self.toColors = self.fromColors;
    self.fromColors = self.gradient?.colors
    animateLayer()
}

答案 1 :(得分:0)

您可以将箭头放在UIView对象中。然后,您可以将UIView放在计时器上,以正确更改Alpha。尽管如此,根据眨眼或淡入淡出,您可以使用UIView动画来完成所需的动画。

我说的是uiview,而不是使用滚动视图,因为您不想隐藏滚动视图。因此,您可以将其放在一个视图中,该视图仅是bezierpath的容器。

答案 2 :(得分:0)

我使用CABasicAnimation()解决了这个问题。首先,将渐变图层添加到自定义UIView中,然后在其上应用蒙版,然后添加动画。

override func draw(_ rect: CGRect) {
    // Drawing code
    self.drawArrow(from: CGPoint(x: rect.midX, y: rect.minY), to: CGPoint(x: rect.midX, y: rect.maxY),
                   tailWidth: 10, headWidth: 20, headLength: 15)

    //arrowPath.fill()

    let startColor = UIColor(red:0.87, green:0.87, blue:0.87, alpha:1.0).cgColor
    let finishColor = UIColor(red:0.54, green:0.54, blue:0.57, alpha:1.0).withAlphaComponent(0.5).cgColor

    let gradient = CAGradientLayer()
    gradient.frame = self.bounds
    gradient.colors = [startColor,finishColor]

    let shapeMask = CAShapeLayer()
    shapeMask.path = arrowPath.cgPath

    gradient.mask = shapeMask
    let animation = CABasicAnimation(keyPath: "colors")
    animation.fromValue = [startColor, finishColor]
    animation.toValue = [finishColor, startColor]
    animation.duration = 2.0
    animation.autoreverses = true
    animation.repeatCount = Float.infinity

    //add the animation to the gradient
    gradient.add(animation, forKey: nil)

    self.layer.addSublayer(gradient)

}