Fade In Fade Out Animation

2020-05-11 10:03发布

Here is some code I struggle with for a while.

If you start the fade in animation, the label text fades in. If I start the fade out animation the the label text fades out.

When I start the startFade method, only fade out is shown. How can I wait for the fadeIn method to finish visually before starting the fadeOut method.

-(IBAction)startFade:(id)sender{
    [self fadeIn];
    [self fadeOut];
}

-(IBAction)fadeIn:(id)sender{
    [self fadeIn];
}

-(IBAction)fadeOut:(id)sender{
[self fadeOut];
}

-(void) fadeIn{
    [_label setAlpha:0];
    [UILabel beginAnimations:NULL context:nil];
    [UILabel setAnimationDuration:2.0];
    [_label setAlpha:1];
    [UILabel commitAnimations];
}

-(void) fadeOut{
    [UILabel beginAnimations:NULL context:nil];
    [UILabel setAnimationDuration:2.0];
    [_label setAlpha:0];
    [UILabel commitAnimations];
}

13条回答
smile是对你的礼貌
2楼-- · 2020-05-11 10:40

you can do something like this (check possible parameters values and similar methods here : https://developer.apple.com/library/ios/documentation/uikit/reference/uiview_class/uiview/uiview.html

[UIView animateWithDuration:duration
                      delay:delay
                    options:option 
                 animations:^{
                     //fade in here (changing alpha of UILabel component)
                 } 
                 completion:^(BOOL finished){
                    if(finished){
                      //start a fade out here when previous animation is finished (changing alpha of UILabel component)
                 }];
}
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够拽才男人
3楼-- · 2020-05-11 10:40

The easiest way would be to use:

[UIView animateWithDuration:(NSTimeInterval)duration animations:(void (^)(void))animations completion:(void (^)(BOOL finished))completion]

and add the fadeOut call to the completion block. The documentation might help answer any questions you have.

If you can't use the block version for some reason, then you'll have to set a delegate ([UIView setAnimationDelegate:(id)delegate]) and a selector with ([UIView setAnimationDidStopSelector:]) that the delegate will respond to.

Again, see the documentation for more details.

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淡お忘
4楼-- · 2020-05-11 10:43

Try this..

// Fade Out

 -(void)fadeOut:(UIView*)viewToDissolve withDuration:(NSTimeInterval)duration   andWait:(NSTimeInterval)wait
{
[UIView beginAnimations: @"Fade Out" context:nil];

// wait for time before begin
[UIView setAnimationDelay:wait];

// druation of animation
[UIView setAnimationDuration:duration];
viewToDissolve.alpha = 0.0;
[UIView commitAnimations];
}

// Fade In

-(void) fadeIn:(UIView*)viewToFadeIn withDuration:(NSTimeInterval)duration andWait:(NSTimeInterval)wait

{
[UIView beginAnimations: @"Fade In" context:nil];

// wait for time before begin
[UIView setAnimationDelay:wait];

    // druation of animation
[UIView setAnimationDuration:duration];
viewToFadeIn.alpha = 1;
[UIView commitAnimations];

}

// Fade in from fade out

-(void) fadeInFromFadeOut: (UIView*)viewToFadeIn withDuration:(NSTimeInterval)duration
{
    viewToFadeIn.hidden=NO;
    [self fadeOut:viewToFadeIn withDuration:1 andWait:0];
    [self fadeIn:viewToFadeIn withDuration:duration andWait:0];

}

// Button operation

-(void) buttonClicked :(id)sender
{
   NSLog(@"Button clicked");

// Each button is given a tag
int tag = ((UIButton*)sender).tag;
if (tag ==1)
{
    sprite.alpha  =1;
    [self fadeOut : sprite withDuration: 10 andWait : 1 ];
}
else if (tag ==2)
{
    sprite.alpha  =0;
    [self fadeIn : sprite withDuration: 3 andWait : 1 ];
}
else
{
    [self fadeInFromFadeOut:sprite withDuration:10];
}
}

View this link to download sample..

Refer this link.

Happy to share with you..:-)

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走好不送
5楼-- · 2020-05-11 10:44

Swift 5 version of iPhoneDeveloper's answer:

extension UIView {

func fadeIn() {
    UIView.animate(withDuration: 1.0, delay: 0.0, options: UIView.AnimationOptions.curveEaseIn, animations: {
        self.alpha = 1.0
    }, completion: nil)
}


func fadeOut() {
    UIView.animate(withDuration: 1.0, delay: 0.0, options: UIView.AnimationOptions.curveEaseOut, animations: {
        self.alpha = 0.0
    }, completion: nil)
}

}

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Rolldiameter
6楼-- · 2020-05-11 10:47

Generic answer : You can use this method to apply animation to any UIView object . First create an extension of UIView class . Create a separate swift file and write the code like this

import Foundation
import UIKit

extension UIView {

    func fadeIn() {
        //Swift 2
        UIView.animateWithDuration(1.0, delay: 0.0, options: UIViewAnimationOptions.CurveEaseIn, animations: {
            self.alpha = 1.0
        }, completion: nil)

        //Swift 3, 4, 5
        UIView.animate(withDuration: 1.0, delay: 0.0, options: UIView.AnimationOptions.curveEaseIn, animations: {
            self.alpha = 1.0
        }, completion: nil)
    }


    func fadeOut() {
        //Swift 2
        UIView.animateWithDuration(1.0, delay: 0.0, options: UIViewAnimationOptions.CurveEaseOut, animations: {
            self.alpha = 0.0
        }, completion: nil)

        //Swift 3, 4, 5
        UIView.animate(withDuration: 1.0, delay: 0.0, options: UIView.AnimationOptions.curveEaseOut, animations: {
            self.alpha = 0.0
        }, completion: nil)
    }


}

Here self refers to any UIView you refer to . You can use buttons, labels etc to call these 2 methods .

Then in any other swift class you can call fadeIn() and fadeOut() like this :

self.yourUIObject.fadeIn()
self.yourUIObject.fadeOut()

This gives the desired effect of animation to any UIObject .

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时光不老,我们不散
7楼-- · 2020-05-11 10:48

Swift 4 If you need just one pulse when clicking the button, use that:

@IBAction func didPressButton(_ sender: UIButton) {
        self.someView.alpha = 0
        UIView.animate(withDuration: 0.4,
                       delay: 0,
                       options: [.curveEaseInOut, .autoreverse],
                       animations: {
                        self.someView.alpha = 1
        },
                       completion: { _ in
                        self.someView.alpha = 0
        })
    }
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