我需要不断地旋转 UIImageView。为此,我找到了这段代码:
if ([self.image.layer animationForKey"SpinAnimation"] == nil) {
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: 2 * M_PI];
animation.duration = 90.0f;
animation.repeatCount = INFINITY;
[self.image.layer addAnimation:animation forKey"SpinAnimation"];
}
然后,我需要在 ImageView 上进行转换转换,为其设置动画。如果我这样做:
CGAffineTransform transform = self.image.transform;
transform = CGAffineTransformTranslate(transform, 0, 350);
[UIView animateWithDuration:1.0f animations:^{
[self.view layoutIfNeeded];
self.image.transform = transform;
} completion:^(BOOL finished) {
self.isMiddleViewOpened = YES;
}];
执行动画时,图像会在 View 周围 float ,然后到达平移的终点。 谢谢☺️
编辑 我有问题,因为在我的第二次变换中,我只编辑了 y 值,但图像不仅仅在 y 轴上移动。如果您尝试此代码,您会看到问题
没有办法混合两种动画,你可以使用 Core 动画来做你所有的动画。
我在启动画面中使用它来旋转四个图像 block ,最后将它们组合成一个。
动画是这样的:
一个图像 block 的代码: 左上 block ,我称之为00 block
- (void)addSplashScreenAnimationWithCompletionvoid (^)(BOOL finished))completionBlock
{
[self addSplashScreenAnimationWithBeginTime:0 andFillMode:kCAFillModeBoth andRemoveOnCompletion:NO completion:completionBlock];
}
- (void)addSplashScreenAnimationWithBeginTimeCFTimeInterval)beginTime andFillModeNSString *)fillMode andRemoveOnCompletionBOOL)removedOnCompletion completionvoid (^)(BOOL finished))completionBlock
{
CAMediaTimingFunction *linearTiming = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
if (completionBlock)
{
CABasicAnimation *representativeAnimation = [CABasicAnimation animationWithKeyPath"not.a.real.key"];
representativeAnimation.duration = 8.500; //your duration
representativeAnimation.delegate = self;
[self.layer addAnimation:representativeAnimation forKey"SplashScreen"];
}
CAKeyframeAnimation *_00RotationAnimation = [CAKeyframeAnimation animationWithKeyPath"transform.rotation.z"];
_00RotationAnimation.duration = 8.500;
_00RotationAnimation.values = @[@(0.000), @(18.829), @(18.829)];
_00RotationAnimation.keyTimes = @[@(0.000), @(0.353), @(1.000)];
_00RotationAnimation.timingFunctions = @[linearTiming, linearTiming];
_00RotationAnimation.beginTime = beginTime;
_00RotationAnimation.fillMode = fillMode;
_00RotationAnimation.removedOnCompletion = removedOnCompletion;
CAKeyframeAnimation *_00OpacityAnimation = [CAKeyframeAnimation animationWithKeyPath"opacity"];
_00OpacityAnimation.duration = 8.500;
_00OpacityAnimation.values = @[@(0.000), @(0.497), @(0.553), @(0.759), @(0.921), @(1.000), @(0.642), @(0.341), @(0.000), @(0.000)];
_00OpacityAnimation.keyTimes = @[@(0.000), @(0.059), @(0.118), @(0.176), @(0.235), @(0.353), @(0.471), @(0.647), @(0.765), @(1.000)];
_00OpacityAnimation.timingFunctions = @[linearTiming, linearTiming, linearTiming, linearTiming, linearTiming, linearTiming, linearTiming, linearTiming, linearTiming];
_00OpacityAnimation.beginTime = beginTime;
_00OpacityAnimation.fillMode = fillMode;
_00OpacityAnimation.removedOnCompletion = removedOnCompletion;
CAKeyframeAnimation *_00ScaleXAnimation = [CAKeyframeAnimation animationWithKeyPath"transform.scale.x"];
_00ScaleXAnimation.duration = 8.500;
_00ScaleXAnimation.values = @[@(0.600), @(0.600), @(1.187), @(1.187)];
_00ScaleXAnimation.keyTimes = @[@(0.000), @(0.353), @(0.765), @(1.000)];
_00ScaleXAnimation.timingFunctions = @[linearTiming, linearTiming, linearTiming];
_00ScaleXAnimation.beginTime = beginTime;
_00ScaleXAnimation.fillMode = fillMode;
_00ScaleXAnimation.removedOnCompletion = removedOnCompletion;
CAKeyframeAnimation *_00ScaleYAnimation = [CAKeyframeAnimation animationWithKeyPath"transform.scale.y"];
_00ScaleYAnimation.duration = 8.500;
_00ScaleYAnimation.values = @[@(0.688), @(0.688), @(1.359), @(1.359)];
_00ScaleYAnimation.keyTimes = @[@(0.000), @(0.353), @(0.765), @(1.000)];
_00ScaleYAnimation.timingFunctions = @[linearTiming, linearTiming, linearTiming];
_00ScaleYAnimation.beginTime = beginTime;
_00ScaleYAnimation.fillMode = fillMode;
_00ScaleYAnimation.removedOnCompletion = removedOnCompletion;
CAKeyframeAnimation *_00TranslationXAnimation = [CAKeyframeAnimation animationWithKeyPath"transform.translation.x"];
_00TranslationXAnimation.duration = 8.500;
_00TranslationXAnimation.values = @[@(0.000), @(107.423), @(211.936), @(211.936)];
_00TranslationXAnimation.keyTimes = @[@(0.000), @(0.353), @(0.765), @(1.000)];
_00TranslationXAnimation.timingFunctions = @[linearTiming, linearTiming, linearTiming];
_00TranslationXAnimation.beginTime = beginTime;
_00TranslationXAnimation.fillMode = fillMode;
_00TranslationXAnimation.removedOnCompletion = removedOnCompletion;
CAKeyframeAnimation *_00TranslationYAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.y"];
_00TranslationYAnimation.duration = 8.500;
_00TranslationYAnimation.values = @[@(0.000), @(390.498), @(476.237), @(476.237)];
_00TranslationYAnimation.keyTimes = @[@(0.000), @(0.353), @(0.765), @(1.000)];
_00TranslationYAnimation.timingFunctions = @[linearTiming, linearTiming, linearTiming];
_00TranslationYAnimation.beginTime = beginTime;
_00TranslationYAnimation.fillMode = fillMode;
_00TranslationYAnimation.removedOnCompletion = removedOnCompletion;
}
上述方法包含一系列动画,如旋转、不透明度变化、沿 x 和 y 轴缩放、沿 x 和 y 轴平移。
您需要继承 UIImageView
或 UIView
并将动画放在那里。
你可以像这样调用上面的方法:
//Here _splashView can be UIView or UIImageView
[_splashView addSplashScreenAnimationWithCompletion:^(BOOL finished) {
//Do your stuff after animation is completed
}];
CAKeyFrameAnimation
也可以使用 repeatCount
,并且你应该给 HUGE_VALF
以获得无限时间旋转。
关于ios - 将 CABasicAnimation 与 CGAffineTransform 动画混合,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34023294/
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