Mic*_*eng 9 javascript animation react-native
我在我的组件中有一个简单的循环动画,如下所示:
runAnimation() {
console.log('run animation');
this.state.angle.setValue(0);
Animated.timing(this.state.angle, {
toValue: 360,
duration: 8000,
easing: Easing.linear
}).start(() => this.runAnimation());
}
...
<Animated.Image
style={[
styles.rotate,
{ transform: [
{ rotate: this.state.angle.interpolate({
inputRange: [0, 360],
outputRange: ['0deg', '360deg']
})},
]}
]}
source={require('./spinning_ball.png')}
/>
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我该怎么做这个动画?例如,导航到另一个屏幕或用户点击按钮后.
我尝试使用this.state.angle.stopAnimation()但注意到仍在控制台中打印运行动画.我应该调用一个不同的停止方法来阻止启动回调被执行吗?
max*_*23_ 16
基于我在NguyênHoàng的回答中的评论.如果您调用以下是另一种停止循环动画的方法this.state.angle.stopAnimation():
runAnimation() {
this.state.angle.setValue(0);
Animated.timing(this.state.angle, {
toValue: 360,
duration: 8000,
easing: Easing.linear
}).start((o) => {
if(o.finished) {
this.runAnimation();
}
});
}
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我喜欢将我的动画封装在钩子中,它比类组件更清晰、更容易、更可重用。这是我在打字稿中使用简单的开始/停止控制来制作循环动画的方法:
export const useBounceRotateAnimation = (running: boolean = true, rate: number = 300) => {
//Example of making an infinite looping animation and controlling it with a boolean
//Note that this assumes the "rate" is constant -- if you wanted to change the rate value after creation the implementation would have to change a bit
//Only create the animated value once
const val = useRef(new Animated.Value(0))
//Store a reference to the animation since we're starting-stopping an infinite loop instead of starting new animations and we aren't changing any animation values after creation. We only want to create the animation object once.
const anim = useRef(
Animated.loop(
Animated.timing(val.current, {
toValue: 1,
duration: rate,
easing: Easing.linear,
useNativeDriver: true,
isInteraction: false,
})
)
).current
//Interpolate the value(s) to whatever is appropriate for your case
const interpolatedY = val.current.interpolate({
inputRange: [0, 0.5, 1],
outputRange: [0, 6, 0],
})
const interpolatedRotate = val.current.interpolate({
inputRange: [0, 0.25, 0.5, 1],
outputRange: ["0deg", "-3deg", "3deg", "0deg"],
})
//Start and stop the animation based on the value of the boolean prop
useEffect(() => {
if (running) {
anim.start()
} else {
//When stopping reset the value to 0 so animated item doesn't stop in a random position
anim.stop()
val.current.setValue(0)
}
//Return a function from useEffect to stop the animation on unmount
return () => anim.stop()
//This useEffect should rerun if "running" or "anim" changes (but anim won't change since its a ref we never modify)
}, [running, anim])
//Return the animated values. Use "as const" const assertion to narrow the output type to exactly the two values being returned.
return [interpolatedY, interpolatedRotate] as const
}
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我使用这个实际的钩子实现在我的游戏中制作一个角色图像“行走”。现在在我的组件中它很容易使用:
const MyComponent = () => {
const [isRunning, setIsRunning] = useState(true)
const [translation, rotation] = useBounceRotateAnimation(isRunning)
return (
<Animated.View
style={{
transform: [{ translateY: translation}, { rotate: rotation}],
}}
>
....rest of your component here, just setIsRunning(false) to stop animation whenever you need
</Animated.View>
)
}
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如您所见,此模式非常干净且可重复使用。动画组件不需要了解有关动画的任何信息,它只使用动画值并告诉动画何时运行。
您可以创建一个变量,stopAnimation以便在您需要时通过stopAnimation === false回调runAnimation函数停止动画。比如例子:
this.state = { stopAnimation: false }
runAnimation() {
this.state.spinValue.setValue(0);
Animated.timing(
this.state.spinValue,
{
toValue: 1,
duration: 3000,
easing: Easing.linear
}
).start( () => {
if(this.state.stopAnimation === false) {
this.runAnimation();
}
});
}
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所以你只需要创建一个按钮来调用函数this.state = { stopAnimation: true }来停止动画。
示例如下: https: //rnplay.org/apps/Lpmh8A。
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