iOS動畫教你編寫Slack的Loading動畫進階篇_IOS

來源:互聯網
上載者:User

前幾天看了一篇關於動畫的部落格叫手摸手教你寫 Slack 的 Loading 動畫,看著挺炫,但是是安卓版的,尋思的著仿造著寫一篇iOS版的,下面是我寫這個動畫的分解~ 

老規矩先上圖和demo地址:

剛看到這個動畫的時候,腦海裡出現了兩個方案,一種是通過drawRect畫出來,然後配合CADisplayLink不停的繪製線的樣式;第二種是通過CAShapeLayer配合CAAnimation來實現動畫效果。再三考慮覺得使用後者,因為前者需要計算很多,比較複雜,而且經過測試前者相比於後者消耗更多的CPU,下面將我的思路寫下來:

相關配置和初始化方法

在寫這個動畫之前,我們把先需要的屬性寫好,比如線條的粗細,動畫的時間等等,下面是相關的配置和初識化方法:

  //線的寬度  var lineWidth:CGFloat = 0  //線的長度  var lineLength:CGFloat = 0  //邊距  var margin:CGFloat = 0  //動畫時間  var duration:Double = 2  //動畫的間隔時間  var interval:Double = 1  //四條線的顏色  var colors:[UIColor] = [UIColor.init(rgba: "#9DD4E9") , UIColor.init(rgba: "#F5BD58"), UIColor.init(rgba: "#FF317E") , UIColor.init(rgba: "#6FC9B5")]  //動畫的狀態  private(set) var status:AnimationStatus = .Normal  //四條線  private var lines:[CAShapeLayer] = []  enum AnimationStatus {    //普通狀態    case Normal    //動畫中    case Animating    //暫停    case pause  }   //MARK: Initial Methods  convenience init(fram: CGRect , colors: [UIColor]) {    self.init()    self.frame = frame    self.colors = colors    config()  }  override init(frame: CGRect) {    super.init(frame: frame)    config()  }  required init?(coder aDecoder: NSCoder) {    super.init(coder: aDecoder)    config()  }  private func config() {    lineLength = max(frame.width, frame.height)    lineWidth = lineLength/6.0    margin   = lineLength/4.5 + lineWidth/2    drawLineShapeLayer()    transform = CGAffineTransformRotate(CGAffineTransformIdentity, angle(-30))  }

通過CAShapeLayer繪製線條

看到這個線條我就想到了用CAShapeLayer來處理,因為CAShapeLayer完全可以實現這種效果,而且它的strokeEnd的屬性可以用來實現線條的長度變化的動畫,下面上繪製四根線條的代碼:

//MARK: 繪製線  /**   繪製四條線   */  private func drawLineShapeLayer() {    //開始點    let startPoint = [point(lineWidth/2, y: margin),             point(lineLength - margin, y: lineWidth/2),             point(lineLength - lineWidth/2, y: lineLength - margin),             point(margin, y: lineLength - lineWidth/2)]    //結束點    let endPoint  = [point(lineLength - lineWidth/2, y: margin) ,             point(lineLength - margin, y: lineLength - lineWidth/2) ,             point(lineWidth/2, y: lineLength - margin) ,             point(margin, y: lineWidth/2)]    for i in 0...3 {      let line:CAShapeLayer = CAShapeLayer()      line.lineWidth  = lineWidth      line.lineCap   = kCALineCapRound      line.opacity   = 0.8      line.strokeColor = colors[i].CGColor      line.path    = getLinePath(startPoint[i], endPoint: endPoint[i]).CGPath      layer.addSublayer(line)      lines.append(line)    }  }  /**   擷取線的路徑   - parameter startPoint: 開始點   - parameter endPoint:  結束點   - returns: 線的路徑   */  private func getLinePath(startPoint: CGPoint, endPoint: CGPoint) -> UIBezierPath {    let path = UIBezierPath()    path.moveToPoint(startPoint)    path.addLineToPoint(endPoint)    return path  }  private func point(x:CGFloat , y:CGFloat) -> CGPoint {    return CGPointMake(x, y)  }  private func angle(angle: Double) -> CGFloat {    return CGFloat(angle * (M_PI/180))  }

執行完後就跟上圖一樣的效果了~~~

動畫分解

經過分析,可以將動畫分為四個步驟:
 •畫布的旋轉動畫,旋轉兩圈
 •線條由長變短的動畫,更畫布選擇的動畫一起執行,旋轉一圈的時候結束
 •線條的位移動畫,線條逐漸向中間靠攏,再畫筆旋轉完一圈的時候執行,兩圈的時候結束
 •線條由短變長的動畫,畫布旋轉完兩圈的時候執行 

第一步畫布旋轉動畫

這裡我們使用CABasicAnimation基礎動畫,keyPath作用於畫布的transform.rotation.z,以z軸為目標進行旋轉,下面是效果圖和代碼:

//MARK: 動畫步驟  /**   旋轉的動畫,旋轉兩圈   */  private func angleAnimation() {    let angleAnimation         = CABasicAnimation.init(keyPath: "transform.rotation.z")    angleAnimation.fromValue      = angle(-30)    angleAnimation.toValue       = angle(690)    angleAnimation.fillMode      = kCAFillModeForwards    angleAnimation.removedOnCompletion = false    angleAnimation.duration      = duration    angleAnimation.delegate      = self    layer.addAnimation(angleAnimation, forKey: "angleAnimation")  }

第二步線條由長變短的動畫

這裡我們還是使用CABasicAnimation基礎動畫,keyPath作用於線條的strokeEnd屬性,讓strokeEnd從1到0來實現線條長短的動畫,下面是效果圖和代碼:

/**   線的第一步動畫,線長從長變短   */  private func lineAnimationOne() {    let lineAnimationOne         = CABasicAnimation.init(keyPath: "strokeEnd")    lineAnimationOne.duration      = duration/2    lineAnimationOne.fillMode      = kCAFillModeForwards    lineAnimationOne.removedOnCompletion = false    lineAnimationOne.fromValue      = 1    lineAnimationOne.toValue       = 0    for i in 0...3 {      let lineLayer = lines[i]      lineLayer.addAnimation(lineAnimationOne, forKey: "lineAnimationOne")    }  }

第三步線條的位移動畫

這裡我們也是使用CABasicAnimation基礎動畫,keyPath作用於線條的transform.translation.x和transform.translation.y屬性,來實現向中間聚攏的效果,下面是效果圖和代碼:

/**   線的第二步動畫,線向中間平移   */  private func lineAnimationTwo() {    for i in 0...3 {      var keypath = "transform.translation.x"      if i%2 == 1 {        keypath = "transform.translation.y"      }      let lineAnimationTwo = CABasicAnimation.init(keyPath: keypath)      lineAnimationTwo.beginTime = CACurrentMediaTime() + duration/2      lineAnimationTwo.duration = duration/4      lineAnimationTwo.fillMode = kCAFillModeForwards      lineAnimationTwo.removedOnCompletion = false      lineAnimationTwo.autoreverses = true      lineAnimationTwo.fromValue = 0      if i < 2 {        lineAnimationTwo.toValue = lineLength/4      }else {        lineAnimationTwo.toValue = -lineLength/4      }      let lineLayer = lines[i]      lineLayer.addAnimation(lineAnimationTwo, forKey: "lineAnimationTwo")    }    //三角形兩邊的比例    let scale = (lineLength - 2*margin)/(lineLength - lineWidth)    for i in 0...3 {      var keypath = "transform.translation.y"      if i%2 == 1 {        keypath = "transform.translation.x"      }      let lineAnimationTwo = CABasicAnimation.init(keyPath: keypath)      lineAnimationTwo.beginTime = CACurrentMediaTime() + duration/2      lineAnimationTwo.duration = duration/4      lineAnimationTwo.fillMode = kCAFillModeForwards      lineAnimationTwo.removedOnCompletion = false      lineAnimationTwo.autoreverses = true      lineAnimationTwo.fromValue = 0      if i == 0 || i == 3 {        lineAnimationTwo.toValue = lineLength/4 * scale      }else {        lineAnimationTwo.toValue = -lineLength/4 * scale      }      let lineLayer = lines[i]      lineLayer.addAnimation(lineAnimationTwo, forKey: "lineAnimationThree")    }  }

第四步線條恢複的原來長度的動畫

這裡我們還是使用CABasicAnimation基礎動畫,keyPath作用於線條的strokeEnd屬性,讓strokeEnd從0到1來實現線條長短的動畫,下面是效果圖和代碼:

/**   線的第三步動畫,線由短變長   */  private func lineAnimationThree() {    //線移動的動畫    let lineAnimationFour         = CABasicAnimation.init(keyPath: "strokeEnd")    lineAnimationFour.beginTime      = CACurrentMediaTime() + duration    lineAnimationFour.duration      = duration/4    lineAnimationFour.fillMode      = kCAFillModeForwards    lineAnimationFour.removedOnCompletion = false    lineAnimationFour.fromValue      = 0    lineAnimationFour.toValue       = 1    for i in 0...3 {      if i == 3 {        lineAnimationFour.delegate = self      }      let lineLayer = lines[i]      lineLayer.addAnimation(lineAnimationFour, forKey: "lineAnimationFour")    }  }

最後一步需要將動畫組合起來

關於動畫組合我沒用到CAAnimationGroup,因為這些動畫並不是加到同一個layer上,再加上動畫類型有點多加起來也比較麻煩,我就通過動畫的beginTime屬性來控制動畫的執行順序,還加了動畫暫停和繼續的功能,效果和代碼見下圖:

//MARK: Public Methods  /**   開始動畫   */  func startAnimation() {    angleAnimation()    lineAnimationOne()    lineAnimationTwo()    lineAnimationThree()  }  /**   暫停動畫   */  func pauseAnimation() {    layer.pauseAnimation()    for lineLayer in lines {      lineLayer.pauseAnimation()    }    status = .pause  }  /**   繼續動畫   */  func resumeAnimation() {    layer.resumeAnimation()    for lineLayer in lines {      lineLayer.resumeAnimation()    }    status = .Animating  }  extension CALayer {  //暫停動畫  func pauseAnimation() {    // 將目前時間CACurrentMediaTime轉換為layer上的時間, 即將parent time轉換為localtime    let pauseTime = convertTime(CACurrentMediaTime(), fromLayer: nil)    // 設定layer的timeOffset, 在繼續操作也會使用到    timeOffset  = pauseTime    // localtime與parenttime的比例為0, 意味著localtime暫停了    speed     = 0;  }  //繼續動畫  func resumeAnimation() {    let pausedTime = timeOffset    speed     = 1    timeOffset   = 0;    beginTime   = 0    // 計算暫停時間    let sincePause = convertTime(CACurrentMediaTime(), fromLayer: nil) - pausedTime    // local time相對於parent time時間的beginTime    beginTime   = sincePause  }}//MARK: Animation Delegate  override func animationDidStart(anim: CAAnimation) {    if let animation = anim as? CABasicAnimation {      if animation.keyPath == "transform.rotation.z" {        status = .Animating      }    }  }  override func animationDidStop(anim: CAAnimation, finished flag: Bool) {    if let animation = anim as? CABasicAnimation {      if animation.keyPath == "strokeEnd" {        if flag {          status = .Normal          dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(interval) * Int64(NSEC_PER_SEC)), dispatch_get_main_queue(), {            if self.status != .Animating {              self.startAnimation()            }          })        }      }    }  }   //MARK: Override  override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {    switch status {    case .Animating:      pauseAnimation()    case .pause:      resumeAnimation()    case .Normal:      startAnimation()    }  }

總結

動畫看起來挺複雜,但是細細劃分出來也就那麼回事,在寫動畫之前要先想好動畫的步驟,這個很關鍵,希望大家通過這篇博文章可以學到東西,有什麼好的建議可以隨時提出來,謝謝大家閱讀~~demo地址

以上就是本文的全部內容,希望對大家的學習有所協助,也希望大家多多支援雲棲社區。

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