SceneKit中的多个串行动画

Bar*_*ski 5 animation ios scenekit swift scntranscaction

我希望能够在SceneKit中一个接一个地运行多个动画.我已经实现了一个运行一个动画的函数:

fileprivate func animateMove(_ move: Move) {
    print("Animate move started " + move.identifier)

    // I am creating rotateNode
    let rotateNode = SCNNode()
    rotateNode.eulerAngles.x = CGFloat.pi
    scene.rootNode.addChildNode(rotateNode)

    // Then I am selecting nodes which I want to rotate
    nodesToRotate = ...

    // Then I am adding the nodes to rotate node
    _ = nodesToRotate.map { rotateNode.addChildNode($0) }

    SCNTransaction.begin()
    SCNTransaction.animationDuration = move.animationDuration

    SCNTransaction.completionBlock = {
        rotateNode.enumerateChildNodes { node, _ in
            node.transform = node.worldTransform
            node.removeFromParentNode()
            scene.rootNode.addChildNode(node)
        }
        rotateNode.removeFromParentNode()
        print("Animate move finished " + move.identifier)
    }
    SCNTransaction.commit()
}
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然后我尝试运行多个串行动画,如下所示:

    func animateMoves(_ moves: [Move]) {
        for (index, move) in moves.enumerated() {
            perform(#selector(animateMove(_:)), 
            with: move, 
            afterDelay: TimeInterval(Double(index) * move.duration)
        }
    }
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一切都是动画,但动画不是以连续的方式运行.动画在不可预测的时间内开始和结束.来自调试器的示例日志:

Animate move started 1
Animate move started 2
Animate move finished 1
Animate move finished 2
Animate move started 3
Animate move finished 3
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我意识到我的方法不是最好的,但只有通过这种方式,我才能实现几乎可以工作的动画.

我知道有一个SCNAction类可用.也许我应该在一次交易中做出很多动作?如果是这样,有人可以向我解释SCNTransactions究竟是如何工作的以及SCNTransaction的完成块在不可预测的时间内完成的原因是什么?

Ole*_*ats 4

尝试使用SCNAction.sequence()

class func sequence([SCNAction])
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创建一个按顺序运行一组操作的操作

let sequence = SCNAction.sequence([action1, action2, action3]) // will be executed one by one

let node = SCNNode()
node.runAction(sequence, completionHandler:nil)
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