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
<喎?/kf/ware/vc/" target="_blank" class="keylink">vcD4NCjxoMSBpZD0="相關配置和初始化方法">CADisplayLink不停的繪制線的樣式;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,比較復雜,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繪制線條
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,下面上繪制四根線條的代碼:
//MARK: 繪制線
/**
繪制四條線
*/
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)
}
}
/**
獲取線的路徑
- 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")
}
}
第四步線條恢復的原來長度的動畫
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() {
// 將當前時間CACurrentMediaTime轉換為layer上的時間, 即將parent time轉換為localtime
let pauseTime = convertTime(CACurrentMediaTime(), fromLayer: nil)
// 設置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, withEvent event: UIEvent?) {
switch status {
case .Animating:
pauseAnimation()
case .pause:
resumeAnimation()
case .Normal:
startAnimation()
}
}
總結
動畫看起來挺復雜,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客可以學到東西,有什麼好的建議可以隨時提出來,謝謝大家閱讀~~demo地址