Swift 层上的脉冲动画
我正在为一个应用程序制作一些自定义类型的加载器,在这个应用程序中,我只需在我的视图中创建4个圆形图层,就可以很好地进行设置和显示。但当我应用所有层的脉冲动画缩放时,它们会干扰我的所有设计和层缩放,但会改变它的中心点。我希望所有的圆形图层首先缩放图层,使其变小,变大,然后再次标识,它应该称为无穷大。但不应该改变它的中心点 这是我正在分享我的代码Swift 层上的脉冲动画,swift,core-animation,cashapelayer,cabasicanimation,ios-animations,Swift,Core Animation,Cashapelayer,Cabasicanimation,Ios Animations,我正在为一个应用程序制作一些自定义类型的加载器,在这个应用程序中,我只需在我的视图中创建4个圆形图层,就可以很好地进行设置和显示。但当我应用所有层的脉冲动画缩放时,它们会干扰我的所有设计和层缩放,但会改变它的中心点。我希望所有的圆形图层首先缩放图层,使其变小,变大,然后再次标识,它应该称为无穷大。但不应该改变它的中心点 这是我正在分享我的代码 class ViewController: BaseViewController{ @IBOutlet weak var layerVi
class ViewController: BaseViewController{
@IBOutlet weak var layerView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
drawCircles()
}
func drawCircles(){
let width = layerView.bounds.width
let halfOfView = width / 2
let firstCirleLayer = UIBezierPath(arcCenter: CGPoint(x: halfOfView / 2, y: halfOfView), radius: halfOfView / 3.5, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
circleLayers(path: firstCirleLayer.cgPath, color: UIColor.purple)
let secondCirleLayer = UIBezierPath(arcCenter: CGPoint(x: halfOfView, y: halfOfView / 2), radius: halfOfView / 3.5, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
circleLayers(path: secondCirleLayer.cgPath, color: UIColor.yellow)
let thirdCirleLayer = UIBezierPath(arcCenter: CGPoint(x: width * 0.75, y: halfOfView), radius: halfOfView / 3.5, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
circleLayers(path: thirdCirleLayer.cgPath, color: UIColor.brown)
let fourthCirleLayer = UIBezierPath(arcCenter: CGPoint(x: halfOfView, y: width * 0.75), radius: halfOfView / 3.5, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
circleLayers(path: fourthCirleLayer.cgPath, color: UIColor.blue)
}
func circleLayers(path: CGPath, color: UIColor){
let layer = CAShapeLayer()
layer.path = path
layer.fillColor = color.cgColor
layerView.layer.addSublayer(layer)
let scaling = CABasicAnimation(keyPath: "transform.scale")
scaling.toValue = 1.2
scaling.duration = 0.3
scaling.autoreverses = true
scaling.repeatCount = .infinity
layer.add(scaling, forKey: nil)
}
}
若要从圆心缩放每个圆,必须将每个层的
帧
设置为贝塞尔路径的边界框。由于框架已经表示每个圆的位置,您可以为贝塞尔路径的弧中心设置一个恒定原点CGPoint(x:radius,y:radius)
。是的,这太复杂了
class ViewController: UIViewController {
@IBOutlet weak var layerView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
drawCircles()
}
func drawCircles(){
let width = layerView.bounds.width
let halfOfView = width / 2
let radius = halfOfView / 3.5
let firstCenter = CGPoint(x: halfOfView / 2, y: halfOfView)
makeCircleLayer(center: firstCenter, radius: radius, color: .purple)
let secondCenter = CGPoint(x: halfOfView, y: halfOfView / 2)
makeCircleLayer(center: secondCenter, radius: radius, color: .yellow)
let thirdCenter = CGPoint(x: width * 0.75, y: halfOfView)
makeCircleLayer(center: thirdCenter, radius: radius, color: .brown)
let fourthCenter = CGPoint(x: halfOfView, y: width * 0.75)
makeCircleLayer(center: fourthCenter, radius: radius, color: .blue)
}
func makeCircleLayer(center: CGPoint, radius: CGFloat, color: UIColor) {
let layer = CAShapeLayer()
/// the frame is the actual frame/bounding box of the circle
layer.frame = CGRect(x: center.x - radius, y: center.y - radius, width: radius * 2, height: radius * 2)
/// path is relative to the frame
let path = UIBezierPath(arcCenter: CGPoint(x: radius, y: radius), radius: radius, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
layer.path = path.cgPath
layer.fillColor = color.cgColor
layerView.layer.addSublayer(layer)
let scaling = CABasicAnimation(keyPath: "transform.scale")
scaling.toValue = 1.2
scaling.duration = 0.3
scaling.autoreverses = true
scaling.repeatCount = .infinity
layer.add(scaling, forKey: nil)
}
}
结果:
但是,因为您的圆只是圆(不是复杂的形状),所以您应该只使用带有角半径的UIView
。下面的代码生成相同的结果,但更简洁
class ViewController: UIViewController {
@IBOutlet weak var layerView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
drawCircles()
}
func drawCircles() {
let width = layerView.bounds.width
let halfOfView = width / 2
let radius = halfOfView / 3.5
let firstCenter = CGPoint(x: halfOfView / 2, y: halfOfView)
makeCircleView(center: firstCenter, radius: radius, color: .purple)
let secondCenter = CGPoint(x: halfOfView, y: halfOfView / 2)
makeCircleView(center: secondCenter, radius: radius, color: .yellow)
let thirdCenter = CGPoint(x: width * 0.75, y: halfOfView)
makeCircleView(center: thirdCenter, radius: radius, color: .brown)
let fourthCenter = CGPoint(x: halfOfView, y: width * 0.75)
makeCircleView(center: fourthCenter, radius: radius, color: .blue)
}
func makeCircleView(center: CGPoint, radius: CGFloat, color: UIColor) {
let frame = CGRect(x: center.x - radius, y: center.y - radius, width: radius * 2, height: radius * 2)
let circleView = UIView(frame: frame)
circleView.backgroundColor = color
circleView.layer.cornerRadius = radius
layerView.addSubview(circleView)
UIView.animate(withDuration: 0.3, delay: 0, options: [.repeat, .autoreverse]) {
circleView.transform = CGAffineTransform(scaleX: 1.2, y: 1.2)
}
}
}
非常感谢,这是一个很好的、全面的答案。(投票)一个尼特。在第一个解决方案中,为什么要使用相当复杂的UIBezierPath
初始值设定项init(arcCenter:radius:startAngle:endAngle:顺时针:)
?初始化器init(ovalIn:)
是为这个用例定制的。(类似于UIBezierPath(arcCenter:CGPoint(x:half-view/2,y:half-view),radius:half-view/3.5,startAngle:0,endAngle:2*.pi,顺时针:true)的代码变成UIBezierPath(ovalIn:layer.bounds)
。@duncac是的,ovalIn
会更好。我完全忘记了它的存在。