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CABasicAnimation动画和keypath说明

2018-08-13  本文已影响347人  莪的世界木有如果

一、简介

结构图-1

属性说明:

假如你想要再次用这个动画时,你需要设定这个属性为 NO。这样的话,下次你在通过-set 方法设定动画的属 性时,它将再次使用你的动画,而非默认的动画。

keyPath属性说明:

transform.scale = 比例转换
transform.rotation = 旋转
transform.rotation.x = x轴旋转
transform.rotation.y = y轴旋转

opacity = 透明度
margin = 边距
position = 位移
backgroundColor = 背景颜色
cornerRadius = 圆角
borderWidth = 边框宽度
bounds = 位置,体积
contents = 内容
contentsRect = 面积
frame = 位置,体积
hidden = 是否隐藏

shadowColor = 阴影颜色
shadowOffset = 阴影偏移
shadowOpacity = 阴影透明

shadowRadius = 阴影半径

CABasicAnimation应用:

直线进度条:

/*直线进度条*/
- (CAShapeLayer *)lineAnimationLayer
{
    if(!_lineAnimationLayer){
        _lineAnimationLayer = [CAShapeLayer layer];
        _lineAnimationLayer.strokeColor = [UIColor greenColor].CGColor;
        _lineAnimationLayer.lineWidth = 5;
//        设置路径
        UIBezierPath * path = [UIBezierPath bezierPath];
        [path moveToPoint:CGPointMake(50, 200)];
        [path addLineToPoint:CGPointMake(300, 200)];
        _lineAnimationLayer.path = path.CGPath;
        /*动画,keyPath是系统定的关键词,可以自己去帮助文档里面查看*/
        CABasicAnimation * animation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
//        animation的动画时长
        animation.duration = 4.0;
//        动画的其实位置
        animation.fromValue = @(0);
//        动画的结束位置
        animation.toValue = @(1);
//        动画执行次数
        animation.repeatCount = MAXFLOAT;
//        添加动画并设置key;这个key值是自己定义的
        [_lineAnimationLayer addAnimation:animation forKey:@"lineAnimationLayer"];
    
    }
    return _lineAnimationLayer;
}

执行结果:

进度条.gif

边框环绕效果

实现代码:

/**
 * 跑马灯二(shaperLayer)
 */
-(void)marquee2{
    //创建一个shaperLayer
    CAShapeLayer *shaperLayer = [CAShapeLayer layer];
    shaperLayer.bounds = CGRectMake(0, 0, 10, 5);
    shaperLayer.position = CGPointMake((kWidth-300)/2, (kHeight-200)/2);
    shaperLayer.strokeColor = [UIColor whiteColor].CGColor;
    shaperLayer.fillColor = [UIColor clearColor].CGColor;
    shaperLayer.lineDashPattern = @[@(10),@(10)];
//    虚线结尾处的类型
    shaperLayer.lineCap = kCALineCapRound;
//    拐角处layer的类型
    shaperLayer.lineJoin = kCALineJoinRound;
    shaperLayer.lineWidth = 5;
    
    //创建动画路径
    UIBezierPath * path = [UIBezierPath bezierPathWithRect:CGRectMake(0, 0, 300, 200)];
    shaperLayer.path = path.CGPath;
//    CGPathRelease(path.CGPath);
    
    CAKeyframeAnimation *animation2 = [CAKeyframeAnimation animationWithKeyPath:@"strokeEnd"];
    animation2.duration = 8;
    animation2.repeatCount = MAXFLOAT;
    animation2.values = @[@(0),@(1),@(0)];
    animation2.removedOnCompletion = NO;
    animation2.fillMode = kCAFillModeForwards;
    
    /**
     * 上述的animation2的动画和效果和下面的animation动画效果是一样的
     */
    CABasicAnimation * animation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
    animation.duration = 4;
    animation.repeatCount = MAXFLOAT;
    animation.fromValue = @(0);
    animation.toValue = @(1);
//    这个设置是在一个动画完成时,是否需要反向动画,默认是NO
    animation.autoreverses = YES;
    
    [shaperLayer addAnimation:animation forKey:nil];
    
    [self.layer addSublayer:shaperLayer];
}

实现效果:

边框环绕.gif

边框环绕二

原理:用到两个shaperLayer来实现,利用CAAnimationDelegate代理方法做处理

.h文件

/*第一个shaperLayer*/
@property (nonatomic,strong) CAShapeLayer *shaperLayer1;
/*第二个shaperLayer*/
@property (nonatomic,strong) CAShapeLayer *shaperLayer2;
/*第一个shaperLayer的动画*/
@property (nonatomic,strong) CABasicAnimation *animation1;
/*第二个shaperLayer的动画*/
@property (nonatomic,strong) CABasicAnimation *animation2;

.m文件

/*无到有的shaper*/
- (CAShapeLayer *)shaperLayer1
{
    if(!_shaperLayer1){
        _shaperLayer1 = [CAShapeLayer layer];
        //    shaperLayer1.position = CGPointMake((kWidth-300)/2, (kHeight-200)/2);
        _shaperLayer1.strokeColor = [UIColor whiteColor].CGColor;
        _shaperLayer1.fillColor = [UIColor clearColor].CGColor;
        _shaperLayer1.lineDashPattern = @[@(8)];
        //    结尾处的类型
        _shaperLayer1.lineCap = kCALineCapRound;
        //    拐角处的类型
        _shaperLayer1.lineJoin = kCALineJoinRound;
        _shaperLayer1.lineWidth = 5;
    }
    return _shaperLayer1;
}
/*有到无shaper*/
- (CAShapeLayer *)shaperLayer2
{
    if(!_shaperLayer2){
        _shaperLayer2 = [CAShapeLayer layer];
        //    shaperLayer2.position = CGPointMake((kWidth-300)/2, (kHeight-200)/2);
        _shaperLayer2.strokeColor = [UIColor whiteColor].CGColor;
        _shaperLayer2.fillColor = [UIColor clearColor].CGColor;
        _shaperLayer2.lineDashPattern = @[@(8)];
        //    结尾处的类型
        _shaperLayer2.lineCap = kCALineCapRound;
        //    拐角处的类型
        _shaperLayer2.lineJoin = kCALineJoinRound;
        _shaperLayer2.lineWidth = 5;
    }
    return _shaperLayer2;
}

/*注释*/
- (CABasicAnimation *)animation1
{
    if(!_animation1){
        _animation1 = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
        _animation1.duration = 4;
        _animation1.fromValue = @(0);
        _animation1.toValue = @(1);
        _animation1.repeatCount = 1;
        _animation1.removedOnCompletion = NO;
        _animation1.fillMode = kCAFillModeForwards;
        _animation1.delegate = self;
        [_animation1 setValue:@"animation1" forKey:@"animation1"];
    }
    return _animation1;
}

/*注释*/
- (CABasicAnimation *)animation2
{
    if(!_animation2){
        _animation2 = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
        _animation2.fromValue = @(1);
        _animation2.toValue = @(0);
        _animation2.duration = 4;
        _animation2.repeatCount = 1;
//        _animation2.autoreverses = YES;
        _animation2.removedOnCompletion = NO;
        _animation2.fillMode = kCAFillModeBackwards;
        _animation2.delegate = self;
        [_animation2 setValue:@"animation2" forKey:@"animation2"];
    }
    return _animation2;
}

- (void)marquee3{
//    创建路径
    UIBezierPath * path1 = [UIBezierPath bezierPath];
    [path1 moveToPoint:CGPointMake(20, 200)];
    [path1 addLineToPoint:CGPointMake(300, 200)];
    [path1 addLineToPoint:CGPointMake(300, 400)];
    [path1 addLineToPoint:CGPointMake(20, 400)];
    [path1 closePath];
    self.shaperLayer1.path = path1.CGPath;
    
    UIBezierPath * path2 = [UIBezierPath bezierPath];
    [path2 moveToPoint:CGPointMake(20, 200)];
    [path2 addLineToPoint:CGPointMake(20, 400)];
    [path2 addLineToPoint:CGPointMake(300, 400)];
    [path2 addLineToPoint:CGPointMake(300, 200)];
    [path2 closePath];
    self.shaperLayer2.path = path2.CGPath;
//    创建动画
    [self.shaperLayer1 addAnimation:self.animation1 forKey:@"animation1"];
    
    [self.layer addSublayer:self.shaperLayer1];
    [self.layer addSublayer:self.shaperLayer2];
    self.shaperLayer2.opacity = 0;
}

//动画开始
- (void)animationDidStart:(CAAnimation *)anim{
    
}

//动画结束
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag{
    //判断是不是第一个动画
    if ([[anim valueForKey:@"animation1"] isEqualToString:@"animation1"]) {
        self.shaperLayer1.opacity = 0;
//shaperLayer1删除掉所有动画
        [self.shaperLayer1 removeAnimationForKey:@"animation1"];
        [self.shaperLayer2 addAnimation:self.animation2 forKey:@"animation2"];
        self.shaperLayer2.opacity = 1;
    }else{
        self.shaperLayer2.opacity = 0;
//shaperLayer2删除所有的动画
        [self.shaperLayer2 removeAllAnimations];
        [self.shaperLayer1 addAnimation:self.animation1 forKey:@"animation1"];
        self.shaperLayer1.opacity = 1;
    }
}

上述代码有一段下面的代码:

[self.shaperLayer2 removeAllAnimations];

一般在动画结束后,layer会自动删除掉自己的animation。但是在你设置了animation的removedOnCompletion属性为NO的时候,就需要自己删除掉layer的animation。removeAllAnimationsremoveAnimationForKey不仅有表面的意思删除掉动画,还有起到暂停动画的效果,在动画过程中实现这个,会使动画暂停;

调用:

[self marquee3];

实现效果:

边框环绕2.gif

这个动画中间会跳动一下,目前要想实现这个效果,没有想到其他方法,有想法的朋友可以告知下,这里感谢不已。

最后

这里说一个研究过程中遇到的一个问题:
问题:animation动画结束后,会闪回到最开始状态,然后消失
解决这个问题,首先要在创建animation的时候,设置两个属性值。分别为:

//这个属性表示的是动画结束后是否回到开始的状态,默认是YES
 animation.removedOnCompletion = NO;
//这个描述的是动画填充方式
animation.fillMode = kCAFillModeForwards;

fillMode 有下面几个状态值:


其他的动画效果可以自己尝试下。

CABasicAnimation的具体应用在后续的CALayer、CAShaperLayer里面都有用到

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