前幾天看了一篇關於動畫的博客叫手摸手教你寫 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<UITouch>, 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
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