我正在尝试对多条分裂的线进行动画处理。它们将具有可变数量的拆分,但是我试图使下一个拆分仅在上一个拆分完成之后才开始。所有的分割都是在线段的末尾与下一段的开始之间的小间隙。同样,我最终将使每个片段花费特定的时间来完成,但是我无法延迟动画,因此可以将它们链接在一起。
我使用Advanced Animation Tricks作为参考,但是每当我打开视图控制器(调用该动画存储在其中的函数)时,所有的线段都将立即绘制而没有动画或延迟,我也不知道为什么正在发生。
这里是我的动画处理过程:
for i in 0...(splits.count - 1)
{
//create path
//start buffered after split
//finish buffered before split
let path1 = UIBezierPath()
path1.move(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] - CGFloat(lw/2)))
path1.addLine(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] - CGFloat(lw/2)))
path1.addLine(to: CGPoint(x: lineSplits[i + 1] - 5, y: lineLoc[0] - CGFloat(lw/2)))
let path2 = UIBezierPath()
path2.move(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] + CGFloat(lw/2)))
path2.addLine(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] + CGFloat(lw/2)))
path2.addLine(to: CGPoint(x: lineSplits[i + 1] - 5, y: lineLoc[0] + CGFloat(lw/2)))
// create shape layer for that path
let shapeLayer1 = CAShapeLayer()
shapeLayer1.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
shapeLayer1.strokeColor = #colorLiteral(red: 0.8078431487, green: 0.02745098062, blue: 0.3333333433, alpha: 1).cgColor
shapeLayer1.lineWidth = CGFloat(lw)
shapeLayer1.path = path1.cgPath
let shapeLayer2 = CAShapeLayer()
shapeLayer2.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
shapeLayer2.strokeColor = #colorLiteral(red: 0.2196078449, green: 0.007843137719, blue: 0.8549019694, alpha: 1).cgColor
shapeLayer2.lineWidth = CGFloat(lw)
shapeLayer2.path = path2.cgPath
// animate it with a delay
let currentLayerTime1 = shapeLayer1.convertTime(CACurrentMediaTime(), from: nil)
let currentLayerTime2 = shapeLayer2.convertTime(CACurrentMediaTime(), from: nil)
view.layer.addSublayer(shapeLayer1)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.beginTime = currentLayerTime1 + 5
animation.duration = 5
animation.fillMode = CAMediaTimingFillMode.backwards
shapeLayer1.add(animation, forKey: "MyAnimation")
view.layer.addSublayer(shapeLayer2)
let animation2 = CABasicAnimation(keyPath: "strokeEnd")
//animation2.fromValue = 0
animation2.beginTime = currentLayerTime2 + 10
animation2.duration = 10
animation2.fillMode = CAMediaTimingFillMode.backwards
shapeLayer2.add(animation2, forKey: "MyAnimation")
}
答案 0 :(得分:0)
尝试将antimation.beginTime
替换为:
animation.beginTime = CACurrentMediaTime() + 5
代替您使用的currentLayerTime1
。