我正在尝试创建一个将具有动画功能的新 ImageView 。但是,我的动画有问题,让我们看看;
在这里,我只需要让这个动画看起来是连续的。我的意思是,在每个循环的开始都没有那个故障。就在左上角的右边缘。
这是我的动画;
let strokeEndAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 2
let group = CAAnimationGroup()
group.duration = 2.3
group.repeatCount = .infinity
group.animations = [animation]
return group
}()
let strokeStartAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "strokeStart")
animation.beginTime = 0.3
animation.fromValue = 0
animation.toValue = 1
animation.duration = 2
let group = CAAnimationGroup()
group.duration = 2.3
group.repeatCount = .infinity
group.animations = [animation]
return group
}()
最佳答案
你不能简单地用标准的闭合路径和strokeStart
+ strokeEnd
来实现它,因为这些值是Float
位于0.0
和 1.0
,但是您可以在路径本身上玩一些技巧。
我将以圆形路径为例,因为它更直接。
// Create an arc path with 2.353π (animation start at 0.15)
let arcPath = UIBezierPath(arcCenter: CGPoint(x: 100, y: 100), radius: 90.0, startAngle: 0, endAngle: CGFloat(.pi * 2.353), clockwise: true)
let pathLayer = CAShapeLayer()
pathLayer.path = arcPath.cgPath
pathLayer.strokeColor = UIColor.black.cgColor
pathLayer.fillColor = nil
pathLayer.lineWidth = 10.0
// stroke start run from 0 - 0.85 (0π - 2π)
let aniSS = CABasicAnimation(keyPath: "strokeStart")
aniSS.fromValue = 0
aniSS.toValue = 0.85
aniSS.duration = 2
// stroke end run from 0.15 - 1 (0.353π - 2.353π)
let aniSE = CABasicAnimation(keyPath: "strokeEnd")
aniSE.fromValue = 0.15
aniSE.toValue = 1
aniSE.duration = 2
let group = CAAnimationGroup()
group.duration = 2
group.repeatCount = .infinity
group.animations = [aniSS, aniSE]
pathLayer.add(group, forKey: "strokeAnimation")
因此,当动画循环结束时,笔划位于 2π
- 2.353π
,这看起来与动画循环开始时完全相同:0π
- 0.353π
,可能不是优化的解决方案,但它完成了工作。
关于ios - 故障动画 CAAnimation,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/45066966/