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iOS动画进阶 - 手摸手教你写 Slack 的 Loading 动画
阅读量:3784 次
发布时间:2019-05-22

本文共 8110 字,大约阅读时间需要 27 分钟。

前几天看了一篇关于动画的博客叫手摸手教你写 Slack 的 Loading 动画,看着挺炫,但是是安卓版的,寻思的着仿造着写一篇iOS版的,下面是我写这个动画的分解~

原文地址是DEMO地址! 感谢分享传递!


老规矩先上图:


刚看到这个动画的时候,脑海里出现了两个方案,一种是通过drawRect画出来,然后配合CADisplayLink不停的绘制线的样式;第二种是通过CAShapeLayer配合CAAnimation来实现动画效果。再三考虑觉得使用后者,因为前者需要计算很多,比较复杂,而且经过测试前者相比于后者消耗更多的CPU,下面将我的思路写下来:

1
相关配置和初始化方法


在写这个动画之前,我们把先需要的属性写好,比如线条的粗细,动画的时间等等,下面是相关的配置和初识化方法:

//线的宽度

var lineWidth:CGFloat = 0

//线的长度

var lineLength:CGFloat = 0

//边距

var margin:CGFloat = 0

//动画时间

var duration:Double = 2

//动画的间隔时间

var interval:Double = 1

//四条线的颜色

var colors:[UIColor] = [UIColor.init(rgba: "#9DD4E9") , UIColor.init(rgba: "#F5BD58"),  UIColor.init(rgba: "#FF317E") , UIColor.init(rgba: "#6FC9B5")]

//动画的状态

private(set) var status:AnimationStatus = .Normal

//四条线

private var lines:[CAShapeLayer] = []

enum AnimationStatus {

    //普通状态

    case Normal

    //动画中

    case Animating

    //暂停

    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))

}


2
通过CAShapeLayer绘制线条


看到这个线条我就想到了用CAShapeLayer来处理,因为CAShapeLayer完全可以实现这种效果,而且它的strokeEnd的属性可以用来实现线条的长度变化的动画,下面上绘制四根线条的代码:


//MARK: 绘制线

/**

绘制四条线

*/

private func drawLineShapeLayer() {

    //开始点

    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)]

    //结束点

    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)

    }

}

/**

获取线的路径

- parameter startPoint: 开始点

- parameter endPoint:   结束点

- returns: 线的路径

*/

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))

}


执行完后就跟上图一样的效果了~~~

3
动画分解


经过分析,可以将动画分为四个步骤:

画布的旋转动画,旋转两圈

线条由长变短的动画,更画布选择的动画一起执行,旋转一圈的时候结束

线条的位移动画,线条逐渐向中间靠拢,再画笔旋转完一圈的时候执行,两圈的时候结束

线条由短变长的动画,画布旋转完两圈的时候执行


第一步画布旋转动画

这里我们使用CABasicAnimation基础动画,keyPath作用于画布的transform.rotation.z,以z轴为目标进行旋转,下面是效果图和代码:


//MARK: 动画步骤

/**

旋转的动画,旋转两圈

*/

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")

}


第二步线条由长变短的动画

这里我们还是使用CABasicAnimation基础动画,keyPath作用于线条的strokeEnd属性,让strokeEnd从1到0来实现线条长短的动画,下面是效果图和代码:


/**

线的第一步动画,线长从长变短

*/

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")

    }

}


第三步线条的位移动画

这里我们也是使用CABasicAnimation基础动画,keyPath作用于线条的transform.translation.x和transform.translation.y属性,来实现向中间聚拢的效果,下面是效果图和代码:


/**

线的第二步动画,线向中间平移

*/

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")

}

//三角形两边的比例

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")

}

}


第四步线条恢复的原来长度的动画

这里我们还是使用CABasicAnimation基础动画,keyPath作用于线条的strokeEnd属性,让strokeEnd从0到1来实现线条长短的动画,下面是效果图和代码:


/**

线的第三步动画,线由短变长

*/

private func lineAnimationThree() {

    //线移动的动画

    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")

    }

}


最后一步需要将动画组合起来

关于动画组合我没用到CAAnimationGroup,因为这些动画并不是加到同一个layer上,再加上动画类型有点多加起来也比较麻烦,我就通过动画的beginTime属性来控制动画的执行顺序,还加了动画暂停喝继续的功能,效果和代码见下图:


//MARK: Public Methods

/**

开始动画

*/

func startAnimation() {

    angleAnimation()

    lineAnimationOne()

    lineAnimationTwo()

    lineAnimationThree()

}

/**

暂停动画

*/

func pauseAnimation() {

layer.pauseAnimation()

for lineLayer in lines {

    lineLayer.pauseAnimation()

}

    status = .pause

}

/**

继续动画

*/

func resumeAnimation() {

    layer.resumeAnimation()

    for lineLayer in lines {

        lineLayer.resumeAnimation()

    }

        status = .Animating

    }

    extension CALayer {

        //暂停动画

        func pauseAnimation() {

            // 将当前时间CACurrentMediaTime转换为layer上的时间, 即将parent time转换为localtime

            let pauseTime = convertTime(CACurrentMediaTime(), fromLayer: nil)

            // 设置layer的timeOffset, 在继续操作也会使用到

            timeOffset    = pauseTime

            // localtime与parenttime的比例为0, 意味着localtime暂停了

            speed         = 0;

        }

        //继续动画

        func resumeAnimation() {

            let pausedTime = timeOffset

            speed = 1

            timeOffset = 0;

            beginTime = 0

            // 计算暂停时间

            let sincePause = convertTime(CACurrentMediaTime(), fromLayer: nil) - pausedTime

            // local time相对于parent time时间的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()

    }

}


4
总结


动画看起来挺复杂,但是细细划分出来也就那么回事,在写动画之前要先想好动画的步骤,这个很关键,希望大家通过这篇博客可以学到东西,有什么好的建议可以随时提出来,谢谢大家阅读~~demo地址

https://github.com/631106979/WCLLoadingView

转载地址:http://caevn.baihongyu.com/

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