LuK*_*eth 8 uiviewanimation ios swift
我的问题是我的UIView动画仅在第一次之后才能运行.我有两套不同的动画.第一组工作正常,第二组给我带来问题.第一组将4个按钮滑动到屏幕上,比我想要的更远.(我称之为extendedState的这些位置)第二组动画将它们稍微滑回到我想要的位置.这会产生弹回正确位置的效果.
在两个动画之间还有一个短暂的秒,一旦第一组动画完成,它就会将按钮闪回到它们的起始位置.通过将起始位置设置为extendedStates(停止动画时它们将处于的位置),按钮似乎不会在动画之间移动(这很好.这就是我想要的).
这是操作的顺序:
这是按钮处理程序的代码:
@IBAction func selectAnimal(sender: UIButton) {
showButtons()
bigCircle.enabled = false
enableButtons()
if(tapToSelectLabel.hidden) {
animator.repositionButtonsToExtendedState(buttons) //sets the starting position to the extendedState so it appears not to move between animations
animator.slideButtonsIntoScreen(buttons, delegate: self) //this is the first set of animations
}
if(sender.titleLabel != nil) {
if(bigCircleLabel.text != "Choose an animal") {
if let answer:String = bigCircleLabel.text {
solution = game.checkAnswer(answer, question: game.threeQuestions[game.questionIndex])
}
showResponse()
}
}
}
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现在这里是animationDidStop块内的代码
let buttonRects:[CGRect] = [CGRectMake(834, 120, 175, 175),
CGRectMake(631, 198, 175, 175),
CGRectMake(470, 365, 175, 175),
CGRectMake(386, 578, 175, 175)]
UIView.animateWithDuration(0.35, delay: 0, options: [.BeginFromCurrentState, ], animations: {
self.buttons[3].frame = buttonRects[3]
}, completion: { (value:Bool) in
self.buttons[3].enabled = true
UIView.animateWithDuration(0.25, delay: 0, options: [ ], animations: {
self.buttons[2].frame = buttonRects[2]
}, completion: { (value:Bool) in
self.buttons[2].enabled = true
UIView.animateWithDuration(0.4, delay: 0, options: [ ], animations: {
self.buttons[1].frame = buttonRects[1]
}, completion: { (value:Bool) in
self.buttons[1].enabled = true
UIView.animateWithDuration(0.5, delay: 0, options: [ ], animations: {
self.buttons[0].frame = buttonRects[0]
}, completion: { (value:Bool) in
self.buttons[0].enabled = true
})
})
})
})
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^此代码将按钮稍微向后滑动到我希望它们所在的位置.
这是我的动画师类的代码
animator.slideButtonsIntoScreen
func slideButtonsIntoScreen(buttons:[UIButton], delegate:UIViewController) {
let center = CGPoint(x:delegate.view.frame.width, y:delegate.view.frame.height)
let startAngles:[CGFloat] = [0.405, 0.75, 1.1, 1.48]
let endAngles:[CGFloat] = [1.95, 2.25, 2.622, 2.98]
let radii:[CGFloat] = [555, 559, 558.5, 551]
let durations:[Double] = [1.75, 1.5, 1.25 , 1]
for index in 0...3 {
let path = UIBezierPath(arcCenter: center, radius: radii[index], startAngle: -startAngles[index], endAngle: -endAngles[index], clockwise: false)
let anim = CAKeyframeAnimation(keyPath: "position")
anim.path = path.CGPath
anim.rotationMode = kCAAlignmentNatural
anim.repeatCount = 0
anim.duration = durations[index] - 0.25
anim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
anim.setValue("on", forKey: "type")
anim.delegate = delegate
buttons[index].layer.addAnimation(anim, forKey: "animate position along path"+String(index))
anim.removedOnCompletion = true
}
}
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animator.repositionButtonsToExtendedState
func repositionButtonsToExtendedState(buttons:[UIButton]) {
let buttonExtendedRects:[CGRect] = [CGRectMake(755, 155, 175, 175),
CGRectMake(585, 245, 175, 175),
CGRectMake(450, 405, 175, 175),
CGRectMake(393, 590, 175, 175)]
for index in 0...3 {
buttons[index].frame = buttonExtendedRects[index]
}
}
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我设置断点和打印语句,所以我知道它在第一次尝试时到达动画,它只是不显示动画.它在第一次之后每次都能正常工作.
小智 1
使用自动布局时更改框架通常是不好的做法。从表面上看,您可以将对象设置为在完成时不重置回其原始位置,而不是将框架设置为动画停止的位置:
anim.fillMode = kCAFillModeForwards
anim.removedOnCompletion = false
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但一定要在添加动画之前放置这些线
buttons[index].layer.addAnimation(anim, forKey: "animate position along path"+String(index))
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为了避免在您想要向后移动按钮时再次设置帧,您应该执行基本相同的动画,而不是
clockwise: false
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将其设置为 true
clockwise: true
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然后从那里您可以使用结束角度作为向后运动的新开始角度,并将向后运动的结束角度设置到您需要按钮的位置
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