动画一个只改变其他属性的图层属性?

Fat*_*tie 6 animation core-animation cabasicanimation ios cagradientlayer

想象一下CAGradientLayer.

动画.startPoint和动画很容易.endPoint.

现在设想一个浮动spinLike,它只是简单地设置它们两个.

{因此,您可以简单地制作动画,而不是使用两种不同的动画spinLike.}

所以像..

class CustomGradientLayer: CAGradientLayer {

    @objc var spinLike: CGFloat = 0 {

        didSet {

            startPoint = CGPoint( ... )
            endPoint = CGPoint( ... )
            setNeedsDisplay()
        }
    }
}
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动画spinLike......

class Test: UIView {

     ...
     g = CustomGradientLayer()
     a = CABasicAnimation(keyPath: "spinLike")
     ...
     g.add(a, forKey: nil)
     ...
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但.

这是行不通的,startPointendPoint不是移动的.

怎么了?


注意 - 悲惨的是你似乎不能@NSManaged拥有一个带有didSet的属性......

在此输入图像描述


注意 - 只需覆盖绘制循环就可以轻松制作自己的自定义动画.

有很多例子.这是你如何做到的:

class CircleProgressLayer: CALayer {

    @NSManaged var progress: CGFloat

    override class func needsDisplayForKey(key: String) -> Bool {

        if key == "progress" {
            return true
        }
        return super.needsDisplayForKey(key)
    }

    override func draw(in ctx: CGContext) {

        path.fill() etc etc... your usual drawing code
    }
}
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不幸的是我的问题是

与实际绘图无关:

通过动画物业spinLike,

我只想更改每个帧现有的普通动画属性(在示例中,.startPoint.endPoint)

你怎么做到这一点?

注意!你不能改变.startPoint,并.endPointdrawInContext-你会attempting to modify read-only layer

cle*_*ens 2

要为自定义属性设置动画,您应该用 标记它们@NSManaged。当您分配新值时,不应强制重绘。相反,您应该覆盖needDisplay(forKey:)

class CustomedGradLayer: CAGradientLayer {
    @NSManaged var spinLike: CGFloat

    class func needsDisplay(forKey key: String) -> Bool {
        return key == "spinLike" || super.needsDisplay(forKey: key)
    }

    class func defaultValue(forKey key: String) -> Any? {
        return key == "spinLike" ? CGFloat(0) : super.defaultValue(forKey: key)
    }
}
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最后,您应该根据Apple文档来实现图层的绘制。

几个月前我用 Swift 写了一个小项目。它演示了具有科赫曲线深度的自定义图层动画。

这是图层类的代码:

class KochLayer: CALayer {
    fileprivate let kPI = CGFloat(Double.pi)
    @NSManaged var depth : CGFloat
    var midPoint: CGPoint {
        get {
            let theBounds = self.bounds

            return CGPoint(x: theBounds.midX, y: theBounds.midY)
        }
    }
    var color: CGColor!

    override class func defaultValue(forKey inKey: String) -> Any? {
        return inKey == kDepthKey ? 0.0 : super.defaultValue(forKey: inKey)
    }

    override class func needsDisplay(forKey inKey: String) -> Bool {
        if inKey == kDepthKey {
            return true
        }
        else {
            return super.needsDisplay(forKey: inKey)
        }
    }

    override init() {
        super.init()
    }

    override init(layer inLayer: Any) {
        super.init(layer: inLayer)
        if let theLayer = inLayer as? KochLayer {
            depth = theLayer.depth
            color = theLayer.color
        }
    }

    required init(coder inCoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    func pointWithRadius(_ inRadius: CGFloat, angle inAngle: CGFloat) -> CGPoint {
        let theCenter = midPoint

        return CGPoint(x: theCenter.x + inRadius * sin(inAngle),
            y: theCenter.y - inRadius * cos(inAngle));
    }

    override func draw(in inContext: CGContext) {
        let theBounds = self.bounds
        let theRadius = fmin(theBounds.width, theBounds.height) / 2.0
        let thePoints: [CGPoint] = [
            pointWithRadius(theRadius, angle:0.0),
            pointWithRadius(theRadius, angle:2 * kPI / 3.0),
            pointWithRadius(theRadius, angle:4 * kPI / 3.0)
        ]
        let thePath = CGMutablePath()

        inContext.setLineWidth(0.5)
        inContext.setLineCap(.round)
        inContext.setLineJoin(.round)
        inContext.setFillColor(color)
        thePath.move(to: thePoints[0])
        for i in 0..<3 {
            addPointsToPath(thePath, fromPoint:thePoints[i], toPoint:thePoints[(i + 1) % 3], withDepth:self.depth)
        }
        inContext.addPath(thePath)
        inContext.fillPath()
    }

    func addPointsToPath(_ inoutPath: CGMutablePath, fromPoint inFromPoint: CGPoint, toPoint inToPoint: CGPoint, withDepth inDepth: CGFloat) {
        var thePoints = Array<CGPoint>(repeating: inFromPoint, count: 5)

        thePoints[4] = inToPoint;
        if inDepth <= 1.0 {
            curveWithWeight(inDepth, points:&thePoints)
            for i in 1..<5 {
                inoutPath.addLine(to: thePoints[i])
            }
        }
        else {
            let theDepth = inDepth - 1;

            curveWithWeight(1.0, points:&thePoints)
            for i in 0..<4  {
                addPointsToPath(inoutPath, fromPoint:thePoints[i], toPoint:thePoints[i + 1], withDepth:theDepth)
            }
        }
    }

    func curveWithWeight(_ inWeight: CGFloat, points inoutPoints: inout [CGPoint]) {
        let theFromPoint = inoutPoints[0]
        let theToPoint = inoutPoints[4]
        let theFactor = inWeight / (2 * sqrt(3))
        let theDelta = CGSize(width: theToPoint.x - theFromPoint.x, height: theToPoint.y - theFromPoint.y);

        inoutPoints[1] = CGPoint(x: theFromPoint.x + theDelta.width / 3,
            y: theFromPoint.y + theDelta.height / 3)
        inoutPoints[2] = CGPoint(x: theFromPoint.x + theDelta.width / 2 + theFactor * theDelta.height,
            y: theFromPoint.y + theDelta.height / 2 - theFactor * theDelta.width);
        inoutPoints[3] = CGPoint(x: theToPoint.x - theDelta.width / 3,
            y: theToPoint.y - theDelta.height / 3)
    }
}
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  • @Alladinian 相应的 Objective-C 代码将是“@dynamic”,这与 Swift 中的动态关键字不同,所以不幸的是“dynamic”在这里不起作用。 (2认同)
  • @Alladinian Swift 的“动态”意味着将使用 Objective-C 消息发送来动态分派访问(即使在 SE-0160 将“@obc”和“动态”解耦之后,这在实践中仍然如此,因为没有替代运行时)。Objective-C 的“@dynamic”意味着属性的访问器将动态提供(类将在运行时计算出来)。核心动画为可动画属性创建了自己的访问器,但我很难找到解释原因的参考资料。我似乎记得它是调用 `needsDisplay(forKey:)`、`action(forKey:)` 等。 (2认同)