核心动画(Core Animation)
CAAnimation继承结构
注意:上图中的黑色虚线代表”继承”某个类,红色虚线代表“遵守”某个协议
四大类
1.CABasicAnimation:基础动画
2.CAAnimationGroup:组动画
3.CAKeyframeAnimation:关键帧动画
4.CATransition:转场动画
注:Core Animation是直接作用在CALayer上的,并非UIView
CAAnimation属性介绍
- duration:动画的持续时间
- repeatCount:动画的重复次数
- repeatDuration:动画的重复时间
- removedOnCompletion:默认为YES,代表动画执行完毕后就从图层上移除,图形会恢复到动画执行前的状态。如果想让图层保持显示动画执行后的状态,那就设置为NO,不过还要设置fillMode为kCAFillModeForwards
- fillMode:决定当前对象在非active时间段的行为.比如动画开始之前,动画结束之后
- beginTime:可以用来设置动画延迟执行时间,若想延迟2s,就设置为CACurrentMediaTime()+2,CACurrentMediaTime()为图层的当前时间
- timingFunction:速度控制函数,控制动画运行的节奏
kCAMediaTimingFunctionLinear(线性):匀速,给你一个相对静态的感觉
kCAMediaTimingFunctionEaseIn(渐进):动画缓慢进入,然后加速离开
kCAMediaTimingFunctionEaseOut(渐出):动画全速进入,然后减速的到达目的地
kCAMediaTimingFunctionEaseInEaseOut(渐进渐出):动画缓慢的进入,中间加速,然后减速的到达目的地。这个是默认的动画行为。
CABasicAnimation
-
效果图
代码
import UIKit
class ViewController: UIViewController {
var layer :CALayer?
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(redView)
layer = redView.layer
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let basicAni = CABasicAnimation()
basicAni.keyPath = "position.x"
// basicAni.fromValue = (10) // 从哪
// basicAni.toValue = (300) // 到哪
// basicAni.duration = 4 //动画执行的时间,默认0.25
basicAni.byValue = (10); // 在自身的基础上累加
// 不希望核心动画回到原来的位置
basicAni.fillMode = kCAFillModeForwards;
basicAni.removedOnCompletion = false;
self.layer?.addAnimation(basicAni, forKey: nil)
print(self.redView.frame.origin.x)
}
//懒加载redView
lazy var redView : UIView = {
let redView = UIView(frame:CGRectMake(100, 100, 100, 100))
redView.backgroundColor = UIColor.redColor()
return redView
}()
}
由打印结果可看出虽然redView的layer的frame在变化,但redView的没变
CAKeyframeAnimation
- 效果
- 代码
import UIKit
class ViewController: UIViewController {
var layer :CALayer?
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(redView)
layer = redView.layer
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let keyframeAni = CAKeyframeAnimation()
keyframeAni.keyPath = "position";
//创建路径
let path = UIBezierPath(ovalInRect: CGRectMake(100, 100, 160, 160))
keyframeAni.path = path.CGPath
keyframeAni.duration = 2
keyframeAni.repeatCount = 300
self.layer?.addAnimation(keyframeAni, forKey: nil)
}
//懒加载redView
lazy var redView : UIView = {
let redView = UIView(frame:CGRectMake(100, 100, 30, 30))
redView.backgroundColor = UIColor.redColor()
return redView
}()
}
CAAnimationGroup
-
演示
代码
import UIKit
class ViewController: UIViewController {
var layer :CALayer?
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(redView)
layer = redView.layer
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let group = CAAnimationGroup()
let keyframeAni = CAKeyframeAnimation()
keyframeAni.keyPath = "position"
let path = UIBezierPath(arcCenter:CGPointMake(200, 200) , radius: 80, startAngle: 0, endAngle: CGFloat(2.0 * M_PI), clockwise: true)
keyframeAni.path = path.CGPath
let basicAni = CABasicAnimation()
basicAni.keyPath = "transform.rotation"
basicAni.byValue = (M_PI * 2 * 3)
group.animations = [keyframeAni,basicAni]
group.duration = 3
group.repeatCount = Float(INT_MAX)
self.layer?.addAnimation(group, forKey: nil)
}
//懒加载redView
lazy var redView : UIView = {
let redView = UIView(frame:CGRectMake(100, 100, 30, 30))
redView.backgroundColor = UIColor.redColor()
return redView
}()
}
CATransition
type属性