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WPF-顺序动画简单示例_Wpf_Animation_Storyboard - Fatal编程技术网

WPF-顺序动画简单示例

WPF-顺序动画简单示例,wpf,animation,storyboard,Wpf,Animation,Storyboard,我正在学习WPF动画,对如何按顺序应用动画感到困惑。作为一个简单的例子,我在一个统一的网格中有四个矩形,我想按顺序更改每个矩形的颜色。以下是我目前掌握的情况: public partial class Window1 : Window { Rectangle blueRect; Rectangle redRect; Rectangle greenRect; Rectangle yellowRect; public Window1() {

我正在学习WPF动画,对如何按顺序应用动画感到困惑。作为一个简单的例子,我在一个统一的网格中有四个矩形,我想按顺序更改每个矩形的颜色。以下是我目前掌握的情况:

public partial class Window1 : Window
{
    Rectangle blueRect;
    Rectangle redRect;
    Rectangle greenRect;
    Rectangle yellowRect;

    public Window1()
    {
        InitializeComponent();
        blueRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Blue, Name="Blue"};
        redRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Red, Name="Yellow"};
        greenRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Green, Name="Green" };
        yellowRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Yellow, Name="Yellow" };

        UniformGrid1.Children.Add(blueRect);
        UniformGrid1.Children.Add(redRect);
        UniformGrid1.Children.Add(greenRect);
        UniformGrid1.Children.Add(yellowRect);

    }

    private void Window_Loaded(object sender, RoutedEventArgs e)
    {
        animateCell(blueRect, Colors.Blue);
        animateCell(redRect, Colors.Red);
    }

    private void animateCell(Rectangle rectangle, Color fromColor)
    {
        Color toColor = Colors.White;
        ColorAnimation ani = new ColorAnimation(toColor, new Duration(TimeSpan.FromMilliseconds(300)));
        ani.AutoReverse = true;

        SolidColorBrush newBrush = new SolidColorBrush(fromColor);
        ani.BeginTime = TimeSpan.FromSeconds(2);
        rectangle.Fill = newBrush;
        newBrush.BeginAnimation(SolidColorBrush.ColorProperty, ani);
        //NameScope.GetNameScope(this).RegisterName(rectangle.Name, rectangle);
        //Storyboard board = new Storyboard();
        //board.Children.Add(ani);
        //Storyboard.SetTargetName(rectangle, rectangle.Name);
        //Storyboard.SetTargetProperty(ani, new PropertyPath(SolidColorBrush.ColorProperty));
        //board.Begin();

    }

最简单的方法是什么?注释中的代码是我的第一个猜测,但它工作不正常。

应该有一个事件
ani。已完成
-处理该事件并开始动画的下一个阶段,然后开始运行第一个阶段,每个阶段将触发下一个阶段

ColorAnimation ani = // whatever...

ani.Completed += (s, e) => 
   {
       ColorAnimation ani2 = // another one...

       // and so on
   };

newBrush.BeginAnimation(SolidColorBrush.ColorProperty, ani);
更新:

public partial class Window1 : Window
{
    Rectangle blueRect;
    Rectangle redRect;
    Rectangle greenRect;
    Rectangle yellowRect;

    public Window1()
    {
        InitializeComponent();
        blueRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Blue, Name = "Blue" };
        redRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Red, Name = "Yellow" };
        greenRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Green, Name = "Green" };
        yellowRect = new Rectangle() { Fill = System.Windows.Media.Brushes.Yellow, Name = "Yellow" };

        UniformGrid1.Children.Add(blueRect);
        UniformGrid1.Children.Add(redRect);
        UniformGrid1.Children.Add(greenRect);
        UniformGrid1.Children.Add(yellowRect);
    }

    IEnumerable<Action<Action>> AnimationSequence()
    {
        for (; ; )
        {
            yield return AnimateCell(blueRect, Colors.Blue);
            yield return AnimateCell(redRect, Colors.Red);
            yield return AnimateCell(greenRect, Colors.Green);
            yield return AnimateCell(yellowRect, Colors.Yellow);
        }
    }

    private IEnumerator<Action<Action>> _actions;

    private void RunNextAction()
    {
        if (_actions.MoveNext())
            _actions.Current(RunNextAction);
    }

    private void Window_Loaded(object sender, RoutedEventArgs e)
    {
        _actions = AnimationSequence().GetEnumerator();
        RunNextAction();
    }

    private Action<Action> AnimateCell(Rectangle rectangle, Color fromColor)
    {
        return completed =>
        {
            Color toColor = Colors.White;
            ColorAnimation ani = new ColorAnimation(toColor, 
                                    new Duration(TimeSpan.FromMilliseconds(300)));
            ani.AutoReverse = true;
            ani.Completed += (s, e) => completed();

            SolidColorBrush newBrush = new SolidColorBrush(fromColor);
            ani.BeginTime = TimeSpan.FromSeconds(2);
            rectangle.Fill = newBrush;
            newBrush.BeginAnimation(SolidColorBrush.ColorProperty, ani);
        };
    }
}
公共部分类窗口1:窗口
{
矩形blueRect;
矩形redRect;
矩形greenRect;
矩形黄色矩形;
公共窗口1()
{
初始化组件();
blueRect=new Rectangle(){Fill=System.Windows.Media.brush.Blue,Name=“Blue”};
redRect=new Rectangle(){Fill=System.Windows.Media.brushs.Red,Name=“Yellow”};
greenRect=new Rectangle(){Fill=System.Windows.Media.brush.Green,Name=“Green”};
yellowRect=新矩形(){Fill=System.Windows.Media.brush.Yellow,Name=“Yellow”};
UniformGrid1.Children.Add(blueRect);
UniformGrid1.Children.Add(redRect);
UniformGrid1.Children.Add(greenRect);
UniformGrid1.Children.Add(yellowRect);
}
IEnumerable AnimationSequence()
{
对于(;;)
{
返回AnimateCell(blueRect,Colors.Blue);
返回AnimateCell(redRect,Colors.Red);
收益返回AnimateCell(greenRect,Colors.Green);
收益返回AnimateCell(yellowRect,Colors.Yellow);
}
}
私人IEnumerator_行动;
私有void RunNextAction()
{
如果(_actions.MoveNext())
_动作。当前(RunNextAction);
}
已加载私有无效窗口(对象发送器、路由目标)
{
_actions=AnimationSequence().GetEnumerator();
RunNextAction();
}
私有操作AnimateCell(矩形,颜色来自颜色)
{
返回已完成=>
{
颜色toColor=颜色。白色;
ColorAnimation ani=新的ColorAnimation(toColor,
新的持续时间(时间跨度从毫秒(300));
ani.AutoReverse=真;
ani.Completed+=(s,e)=>Completed();
SolidColorBrush newBrush=新的SolidColorBrush(fromColor);
ani.BeginTime=从秒开始的时间跨度(2);
矩形。填充=新刷;
newBrush.BeginAnimation(SolidColorBrush.ColorProperty,ani);
};
}
}
尝试将上述内容粘贴到您的程序中。它可以满足你的需要,但在其他情况下可能对你有用。它仍然是事件驱动的,但它使用“迭代器方法”(带有yield-return)来创建这样一种印象,即在动画进行时,它是顺序编码阻塞的


这一点的好处是,您可以非常直观地使用AnimationSequence方法—您可以在一系列语句中写出动画的时间线,或者使用循环,或者任何您想要的方法。

我尝试的解决方案是使用这样的队列。这将允许您动态添加到动画链。我不确定这把锁是否有必要,但我把它留在里面只是为了安全

Queue<Object[]> animationQueue = new Queue<Object[]>();

void sequentialAnimation(DoubleAnimation da, Animatable a, DependencyProperty dp)
{
    da.Completed += new EventHandler(da_Completed);

    lock (animationQueue)
    {
        if (animationQueue.Count == 0) // no animation pending
        {
            animationQueue.Enqueue(new Object[] { da, a, dp });
            a.BeginAnimation(dp, da);
        }
        else
        {
            animationQueue.Enqueue(new Object[] { da, a, dp });
        }
    }
}

void da_Completed(object sender, EventArgs e)
{
    lock (animationQueue)
    {
        Object[] completed = animationQueue.Dequeue();
        if (animationQueue.Count > 0)
        {
            Object[] next = animationQueue.Peek();
            DoubleAnimation da = (DoubleAnimation)next[0];
            Animatable a = (Animatable)next[1];
            DependencyProperty dp = (DependencyProperty)next[2];

            a.BeginAnimation(dp, da);
        }
    }
}
Queue animationQueue=new Queue();
void sequentialAnimation(双动画da、可设置动画a、从属属性dp)
{
da.Completed+=新事件处理程序(da_Completed);
锁定(动画队列)
{
if(animationQueue.Count==0)//没有挂起的动画
{
Enqueue(新对象[]{da,a,dp});
a、 初生(dp,da);
}
其他的
{
Enqueue(新对象[]{da,a,dp});
}
}
}
无效数据已完成(对象发送方,事件参数e)
{
锁定(动画队列)
{
Object[]completed=animationQueue.Dequeue();
如果(animationQueue.Count>0)
{
Object[]next=animationQueue.Peek();
DoubleAnimation da=(DoubleAnimation)next[0];
可设置动画a=(可设置动画)下一步[1];
DependencyProperty dp=(DependencyProperty)next[2];
a、 初生(dp,da);
}
}
}

这可以通过使用名称相互矛盾的类
ParallelTimeline
并仔细调整
BeginTime
属性来实现。请注意,在下面的示例中,如何将第二个
DoubleAnimation
BeginTime
属性设置为第一个的持续时间

<ParallelTimeline>
      <DoubleAnimation
           Storyboard.TargetName="FlashRectangle" 
           Storyboard.TargetProperty="Opacity"
           From="0.0" To="1.0" Duration="0:0:1"/>
      <DoubleAnimation BeginTime="0:0:0.05"
           Storyboard.TargetName="FlashRectangle" 
           Storyboard.TargetProperty="Opacity"
           From="1.0" To="0.0" Duration="0:0:2"/>
 </ParallelTimeline>


如果动画是动态的怎么办?我想打电话说蓝,绿,红,蓝,绿,红;每个动画可能比上一个动画晚2秒。有没有办法让animateCell的调用者阻塞直到触发ani.Completed?可读性更高,队列与序列的想象相匹配。实现了一个动作队列,其中一个动作刚刚开始一个动画。