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iOS 动画

2016-10-24 00:00 531 查看
####UIView 之animation
s = vt; 这个是我对动画的理解, 任何动画都可以用这个来解释分析。 我们设置一个动画 往往是限定了 运动变化(轨迹)和时间,最常见的是 

[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.30];//时间
[UIView setAnimationDelegate:self];
self.transform = rotationTransform;//视图改变
[UIView commitAnimations];

或者

[UIView animateWithDuration:0.3 animations:^{
       
        }];
```       
UIView animateWithDuration:… 这个方法 apple也做了很多的扩展,对一些简单的单一需求也能满足。
这边对下面这个带有阻尼效果的动画做个简单分析

+ (void)animateWithDuration:(NSTimeInterval)duration                      delay:(NSTimeInterval)delay     usingSpringWithDamping:(CGFloat)dampingRatio      initialSpringVelocity:(CGFloat)velocity                    options:(UIViewAnimationOptions)options                 animations:(void (^)(void))animations
                 completion:(void (^)(BOOL finished))completion

usingSpringWithDamping(阻尼系数)
的范围为0.0f
到1.0f
,数值越小「弹簧」的振动效果越明显。initialSpringVelocity(初始运动速度),数值越大一开始移动速度越快。

UIView还有一种在实际开发过程中比较常见的转场动画:


(void)transitionWithView:(UIView *)view duration:(NSTimeInterval)duration options:(UIViewAnimationOptions)options animations:(void (^ __nullable)(void))animations completion:(void (^ __nullable)(BOOL finished))completion

如自定义拍照或录制视频功能时,在点击前后摄像头图标 视图内的画面旋转自然切换,图片集浏览。

UIViewAnimationOptions:
    UIViewAnimationOptionTransitionNone            = 0 << 20, //default
    UIViewAnimationOptionTransitionFlipFromLeft    = 1 << 20,
    UIViewAnimationOptionTransitionFlipFromRight   = 2 << 20,
    UIViewAnimationOptionTransitionCurlUp          = 3 << 20,
    UIViewAnimationOptionTransitionCurlDown        = 4 << 20,
    UIViewAnimationOptionTransitionCrossDissolve   = 5 << 20,
    UIViewAnimationOptionTransitionFlipFromTop     = 6 << 20,
    UIViewAnimationOptionTransitionFlipFromBottom  = 7 << 20,

####UILayer之CAAnimation

@interface CAAnimation : NSObject <NSCoding, NSCopying, CAMediaTiming, CAAction>

从上看出CAAnimation 使用了CAMediaTiming协议,可以设置动画的开始时间、持续时间、速度、重复次数等,使用了CAAction协议,可以设置动画的方式(路径)来显示动画。
 CAAnimation 设置动画原理和UIView差不多,CAAnimation是作用于Layer层上的,而UIView animation 是作用于View上的。 
CAAnimation的一些派生类:
     CATransition 提供渐变效果:(推拉push效果,消退fade效果,揭开reveal效果)
     CAAnimationGroup 允许多个动画同时播放
     CABasicAnimation 提供了对单一动画的实现
     CAKeyframeAnimation 关键桢动画,可以定义行动路线

比较常用的是CABasicAnimation、CAKeyframeAnimation和CAAnimationGroup;
   
CABasicAnimation动画也需要设置变化和变化的时间,通过-setFromValue 和-setToValue 来指定一个开始值和结束值,duration是动画持续时间。

下面是两个例子:


(void)showPlay{
    
    UIColor *stroke = [UIColor redColor];
    CGRect pathFrame = CGRectMake(120, 120, 60, 60);
    UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:pathFrame cornerRadius:30];
    
    CAShapeLayer *circleShape = [CAShapeLayer layer];
    circleShape.path = path.CGPath;
    circleShape.position = CGPointMake(0, 0);
    circleShape.fillColor = [UIColor clearColor].CGColor;
    circleShape.opacity = 0;
    circleShape.strokeColor = stroke.CGColor;
    circleShape.lineWidth = 3;
    
    [self.layer addSublayer:circleShape];
    
    CABasicAnimation *scaleAnimation = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
    scaleAnimation.fromValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
    scaleAnimation.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(3, 1, 1)];//x,y,z放大缩小倍数
    
    CABasicAnimation *alphaAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"];
    alphaAnimation.fromValue = @1;
    alphaAnimation.toValue = @0;
    
    CAAnimationGroup *animation = [CAAnimationGroup animation];
    animation.animations = @[scaleAnimation, alphaAnimation];
    animation.duration = 7.5f;
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
    animation.repeatCount = 4;
    [circleShape addAnimation:animation forKey:nil];
}

(void)rotateWheel:(UIView*)view
{
    float totalRotation = 6M_PI;
    
    NSArray keyTimes = @[@0.0, @0.2, @0.8, @1.0]; //0-0.2-0.8-1.0 3段动画
    CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; //z轴选择
    animation.duration = 5;
    animation.keyTimes = keyTimes;
    animation.values = @[@(0totalRotation), @(0.33totalRotation), @(0.67totalRotation), @(1totalRotation)];
    animation.timingFunctions = @[[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear],
                                  [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear],
                                  [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]];
    [view.layer addAnimation:animation forKey:@"rotateZ"];
}

###### CADisplayLink
CADisplayLink 其实和CADAnimation一样 都是QuartzCore.framework里的类,但这个又是有些特殊的地方,一般都把它于NSTimer放在一起比较,因为这个拥有计时器的功能,精度能达到每秒触发60次。它和timer一样是把对象加到runloop中,触发的时间到了,runloop向对象指定的target发送一次selector消息。 在做一些精细点的动画,不受其他动画或线程干扰,需要指定runloop的模式,就像srollView在滚动时,如果是默认的runloop模式,timer的计时时间会延迟。

如下面一段代码:为了实现img1Loading和img2Loading 无缝隙循环移动

#pragma - mark - loadingImageAnimation

(void)startMoveLoadingImage
{
    self.moveDisplaylink = [CADisplayLink displayLinkWithTarget:self selector:@selector(bgLoadingImageMove:)];
    self.moveDisplaylink.frameInterval = 2;//每秒30次
    [self.moveDisplaylink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];

}

(void)bgLoadingImageMove:(CADisplayLink *)displayLink
{
    self.linkTimeCount ++;
    int perMaxCount = 360; //每一次循环滑动调用的最大次数
    [self setLoadingImage:perMaxCount];
    
}

(void)setLoadingImage:(int)perMaxCount
{
    int moveCount = self.linkTimeCount%perMaxCount;//余数
//    CCLog(@"moveCount %d",moveCount);

    CGRect frame = _img1Loading.frame;
    CGFloat imageWidth = frame.size.width - 44; //441
    frame.origin.x = -imageWidth/perMaxCount*moveCount;
    
    if (self.img1Loading.frame.origin.x > self.img2Loading.frame.origin.x) {
        self.img2Loading.frame = frame;
        frame.origin.x += imageWidth;
        self.img1Loading.frame = frame;
    }
    else
    {
        self.img1Loading.frame = frame;
        frame.origin.x += imageWidth;
        self.img2Loading.frame = frame;
    }
    
    if (moveCount+1 == perMaxCount)
    {
        self.isNeedChange = YES;
    }
    if (self.isNeedChange) {
        frame.origin.x = imageWidth;
        if (self.img1Loading.frame.origin.x > self.img2Loading.frame.origin.x) {
            self.img2Loading.frame = frame;
        }
        else
        {
            self.img1Loading.frame = frame;
        }
        self.isNeedChange = false;
    }

}

(void)stopAnimation
{
    if (_moveDisplaylink)
    {
        [self.moveDisplaylink invalidate];
        self.moveDisplaylink = nil;
        self.linkTimeCount = 0;
    }
}


                                            
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