UIViewPropertyAnimator与Autolayout的问题

Pau*_* T. 0 iphone core-animation uiview ios uiviewpropertyanimator

以下是我尝试根据Apple WWDC重复但使用自动布局的代码:

    extension AugmentedReallityViewController {
    @objc func handlePan(recognizer: UIPanGestureRecognizer) {
//        // hide languages and units anyway
//        moveUnitView(show: false)
//        moveLanguageView(show: false)
//
//        let isNowExpanded = settingsPanelState == SettingsPanelState.expanded
//        let newState = isNowExpanded ? SettingsPanelState.collapsed : SettingsPanelState.expanded
//
//        switch recognizer.state {
//        case .began:
//            startInteractiveTransition(state: newState, duration: 1)
//            isLastPanelUpdateToReachTheNewState = true // just in case, but we should change this property later
//        case .changed:
//            let translation = recognizer.translation(in: viewSettings)
//            let fractionComplete = translation.y / viewSettings.frame.size.height
//
//            // we will use this property when interaction ends
//            if fractionComplete != 0 { // if it's == 0 , we need to use prev data
//                isLastPanelUpdateToReachTheNewState = (newState == SettingsPanelState.expanded && fractionComplete < 0) || (newState == SettingsPanelState.collapsed && fractionComplete > 0)
//            }
//
//            updateInteractiveTransition(fractionComplete: fractionComplete)
//        case .ended:
//            continueInteractiveTransition(cancel: !isLastPanelUpdateToReachTheNewState)
//        default:
//            break
//        }
    }

    @objc func handleSettingsTap() {
        // hide languages and units anyway
        moveUnitView(show: false)
        moveLanguageView(show: false)

        let isNowExpanded = settingsPanelState == SettingsPanelState.expanded
        let newState = isNowExpanded ? SettingsPanelState.collapsed : SettingsPanelState.expanded

        animateOrReverseRunningTransition(state: newState, duration: 10)
    }

    // perform all animations with animators if not already running
    private func animateTransitionIfNeeded(state: SettingsPanelState, duration: TimeInterval) {

        if runningAnimators.isEmpty {

//            // define constraint for frame animation
//            // update constraints
//            switch state {
//            case .expanded:
//                constraint_settingsView_bottom.constant = 0
//            case .collapsed:
//                constraint_settingsView_bottom.constant = -constraint_height_settingViewWhitePart.constant
//            }
            // animate that
            let frameAnimator = UIViewPropertyAnimator(duration: duration, curve: .linear, animations: { [weak self] in
                if let strongSelf = self {
                    // define constraint for frame animation
                    // update constraints
                    switch state {
                    case .expanded:
                        strongSelf.constraint_settingsView_bottom.constant = 0
                    case .collapsed:
                        strongSelf.constraint_settingsView_bottom.constant = -(strongSelf.constraint_height_settingViewWhitePart.constant)
                    }
                }

                self?.view.layoutIfNeeded()
            })
            frameAnimator.startAnimation()
            runningAnimators.append(frameAnimator)
            frameAnimator.addCompletion({ [weak self] (position) in
                if position == UIViewAnimatingPosition.end { // need to remove this animator from array
                    if let index = self?.runningAnimators.index(of: frameAnimator) {
                        print("removed animator because of completion")
                        self?.runningAnimators.remove(at: index)
                        // we can change state to a new one
                        self?.settingsPanelState = state
                    }
                    else {
                        print("animator completion with state = \(position)")
                    }
                }
            })
        }
    }

    // starts transition if neccessary or reverses it on tap
    private func animateOrReverseRunningTransition(state: SettingsPanelState, duration: TimeInterval) {
        if runningAnimators.isEmpty { // start transition from start to end
            animateTransitionIfNeeded(state: state, duration: duration)
        }
        else { // reverse all animators
            for animator in runningAnimators {
                animator.stopAnimation(true)
                animator.isReversed = !animator.isReversed
                // test
                print("tried to reverse")
            }
        }
    }

    // called only on pan .begin
    // starts transition if neccessary and pauses (on pan .begin)
    private func startInteractiveTransition(state: SettingsPanelState, duration: TimeInterval) {
        animateTransitionIfNeeded(state: state, duration: duration)
        for animator in runningAnimators {
            animator.pauseAnimation()

            // save progress of any item
            progressWhenInterrupted = animator.fractionComplete
        }
    }

    // scrubs transition on pan .changed
    private func updateInteractiveTransition(fractionComplete: CGFloat) {
        for animator in runningAnimators {
            animator.fractionComplete = fractionComplete + progressWhenInterrupted
        }
    }

    // continue or reverse transition on pan .ended
    private func continueInteractiveTransition(cancel: Bool) {
        for animator in runningAnimators {
            // need to continue or reverse
            if !cancel {
                let timing = UICubicTimingParameters(animationCurve: .easeOut)
                animator.continueAnimation(withTimingParameters: timing, durationFactor: 0)
            }
            else {
                animator.isReversed = true
            }
        }
    }

    private func addPanGustureRecognizerToSettings() {
        let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(AugmentedReallityViewController.handlePan(recognizer:)))
//        panGestureRecognizer.cancelsTouchesInView = false
        viewSettings.addGestureRecognizer(panGestureRecognizer)
    }

    private func addTapGestureRecognizerToSettings() {
        let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(AugmentedReallityViewController.handleSettingsTap))
        tapGestureRecognizer.cancelsTouchesInView = false
        viewSettingsTopTriangle.addGestureRecognizer(tapGestureRecognizer)
    }
}
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现在我只是测试轻拍手势.并且有两个主要问题:

1)在动画期间,Tap识别器无法正常工作.但是在苹果WWDC中,他们改变了帧(不是像我的情况那样的约束),并且点击识别器工作得很好

2)如果我改变反向属性,那么改变约束确实非常糟糕.我有额外的条带等等

3)我尝试了两种方法在动画块和内部之前放置更改约束.它并不重要,工作原理相同

任何帮助如何使用autolayout做到这一点?或者至少如何使用框架,但我的视图控制器基于自动布局,所以无论如何我将对此底视图有约束.

Mil*_*sáľ 7

当您使用autolayout进行动画制作时,请执行以下操作:

  1. 确保自动布局完成:

    self.view.layoutIfNeeded()
    
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  2. 然后在动画块之前更改约束.例如:

    someConstraint.constant = 0
    
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  3. 然后在更改约束后,告诉autolayout已更改约束:

    self.view.setNeedsLayout()
    
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  4. 然后添加动画块,只需调用layoutIfNeeded():

    UIView.animate(withDuration: 1, animations: {
        self.view.layoutIfNeeded()
    })
    
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使用时也是如此UIViewPropertyAnimator- 更改动画块中的约束.例如:

self.view.layoutIfNeeded()
someConstraint.constant = 0
self.view.setNeedsLayout()
let animator = UIViewPropertyAnimator(duration: 1, curve: .easeInOut) {            
    self.view.layoutIfNeeded()
}
animator.startAnimation()
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这是因为layoutIfNeeded()实际布局 - 它计算受影响视图的帧.因此,如果您直接设置框架,则在动画块中设置它们.但是,Autolayout会为您设置帧 - 因此您需要告诉自动布局将它们设置在动画块中(如果您直接设置它们,就像那样).该layoutIfNeeded()调用正是这样 - 它告诉autolayout引擎计算并设置新帧.

关于逆转:

虽然我没有足够的经验来100%肯定,但我希望简单地将动画师设置为反转是不够的.由于您在开始动画之前应用约束,然后您只是告诉自动布局根据约束更新帧 - 我会假设当您反转动画师时,您还需要反转驱动动画的约束.

Animator只是将视图设置为新帧的动画.然而,无论是否反转,无论你是否颠倒了动画师,新约束仍然存在.因此,在动画师完成之后,如果稍后自动布局再次布局视图,我会期望视图进入由当前活动约束设置的位置.简单地说:动画师动画帧变化,但不限制自身.这意味着反转动画师会反转帧,但它不会反转约束 - 只要autolayout执行另一个布局周期,它们就会再次应用.