如何链不同CAAnimation在iOS应用程序(How to chain different CA

2019-06-26 15:17发布

我需要链动画,CABasicAnimation或CAAnimationGroup,但我不知道如何做到这一点,唯一的,我做的是,所有的动画执行在同一时间为同一层。

我怎么能这样做呢?

例如,具有其内容的层设置为一个汽车图像:

1:移动X点向右

第二:旋转90ª到左

3:移动X点

第四:缩放层

所有这一切都必须动画在secuencial方式执行,但我不能做到这一点:S

BTW:我不是英语,对不起,如果我改变了我的语法一些错误:d

Answer 1:

TL;博士:你需要以前完成后手动添加每个动画。


有没有内置的方法来添加顺序动画。 您可以设置每个动画的延迟是所有先前的喧闹的总和,但我不会推荐它。

相反,我将创建所有的动画,并将它们添加到一个可变数组(使用数组作为队列)中,他们都应该运行的顺序。 然后通过设置自己的动画代表对所有的动画,你可以得到animationDidStop:finished:回调时的动画完成。

在该方法中,你会从数组中删除第一动画(意味着下一个动画),并将其添加到该层。 既然你是代表你会得到第二次的动画时,在这种情况下,一个完成animationDidStop:finished:回调将再次运行和下一个动画从可变数组删除并添加到该层。

一旦动画的数组为空,所有的动画将有运行。


一些示例代码让你开始。 首先,你设置你所有的动画:

CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"backgroundColor"];
[animation setToValue:(id)[[UIColor redColor] CGColor]];
[animation setDuration:1.5];
[animation setDelegate:self];
[animation setValue:[view layer] forKey:@"layerToApplyAnimationTo"];

// Configure other animations the same way ...

[self setSequenceOfAnimations:[NSMutableArray arrayWithArray: @[ animation, animation1, animation2, animation3, animation4, animation5 ] ]];

// Start the chain of animations by adding the "next" (the first) animation
[self applyNextAnimation];

然后在委托回调您只需再次申请下一个动画

- (void)animationDidStop:(CAAnimation *)animation finished:(BOOL)finished {
    [self applyNextAnimation];
}

- (void)applyNextAnimation {
     // Finish when there are no more animations to run
    if ([[self sequenceOfAnimations] count] == 0) return;

    // Get the next animation and remove it from the "queue"
    CAPropertyAnimation * nextAnimation = [[self sequenceOfAnimations] objectAtIndex:0];
    [[self sequenceOfAnimations] removeObjectAtIndex:0];

    // Get the layer and apply the animation
    CALayer *layerToAnimate = [nextAnimation valueForKey:@"layerToApplyAnimationTo"];
    [layerToAnimate addAnimation:nextAnimation forKey:nil];
}

我使用的是自定义键layerToApplyAnimationTo使每个动画知道它的层(它只是通过setValue:forKey:valueForKey:



Answer 2:

大卫什么建议工作正常,但我会建议用不同的方式。

如果所有的动画都是同一层,你可以创建一个动画组,使每个动画有不同的beginTime ,其中第一个动画开始在beginTime 0,每个新的动画之前,动画的总持续时间后开始。

如果你的动画是在不同的层,但是,你不能使用动画组(所有的动画的动画组必须在同一层上采取行动。)在这种情况下,您需要提交不同的动画,每一个都有一个beginTime是从偏移CACurrentMediaTime()例如:

CGFloat totalDuration = 0;
CABasicAnimation *animationOne = [CABasicAnimation animationWithKeyPath: @"alpha"];
animationOne.beginTime = CACurrentMediaTime(); //Start instantly.
animationOne.duration = animationOneDuration;
...
//add animation to layer

totalDuration += animationOneDuration;

CABasicAnimation *animationTwo = [CABasicAnimation animationWithKeyPath: @"position"];
animationTwo.beginTime = CACurrentMediaTime() + totalDuration; //Start after animation one.
animationTwo.duration = animationTwoDuration;
...
//add animation to layer

totalDuration += animationTwoDuration;


CABasicAnimation *animationThree = [CABasicAnimation animationWithKeyPath: @"position"];
animationThree.beginTime = CACurrentMediaTime() + totalDuration; //Start after animation three.
animationThree.duration = animationThreeDuration;
...
//add animation to layer

totalDuration += animationThreeDuration;


Answer 3:

下面是斯威夫特的解决方案:

var animations = [CABasicAnimation]()

var animation1 = CABasicAnimation(keyPath: "key_path_1")
// animation set up here, I've included a few properties as an example
animation1.duration = 1.0
animation1.fromValue = 1
animation1.toValue = 0
animation1.append(animation1)

var animation2 = CABasicAnimation(keyPath: "key_path_2")
animation2.duration = 1.0
animation2.fromValue = 1
animation2.toValue = 0
// setting beginTime is the key to chaining these
animation2.beginTime = 1.0
animations.append(animation2)

let group = CAAnimationGroup()
group.duration = 2.0
group.repeatCount = FLT_MAX
group.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
group.animations = animations

yourLayer.addAnimation(group, forKey: nil)


Answer 4:

无论是大卫的做法或BEGINTIME财产都ok将动画链接。 见http://wangling.me/2011/06/time-warp-in-animation.html -它明确了使用BEGINTIMECAMediaTiming协议的属性。



Answer 5:

使用KVC。 SETVALUE重点为每个动画。 之后,在animationDidStop您可以定义什么动画已经停止,并在下链运行。

 - (void)moveXrightAnimation { CABasicAnimation* theAnimation = ... [theAnimation setValue:@"movexright" forKey:@"animationID"]; //animation } - (void)rotate90leftAnimation { CABasicAnimation* theAnimation = ... [theAnimation setValue:@"rotate90left" forKey:@"animationID"]; //animation } - (void)moveXpointAnimation { CABasicAnimation* theAnimation = ... [theAnimation setValue:@"movexpoint" forKey:@"animationID"]; //animation } - (void)scaleAnimation { CABasicAnimation* theAnimation = ... [theAnimation setValue:@"scale" forKey:@"animationID"]; //animation } #pragma mark - CAAnimationDelegate - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag { if([[anim valueForKey:@"animationID"] isEqual:@"movexright"]) { [self rotate90leftAnimation]; } if([[anim valueForKey:@"animationID"] isEqual:@"rotate90left"]) { [self moveXpointAnimation]; } if([[anim valueForKey:@"animationID"] isEqual:@"movexpoint"]) { [self scaleAnimation]; } } 



文章来源: How to chain different CAAnimation in an iOS application