首页 > 系统 > iOS > 正文

iOS动画教你编写Slack的Loading动画进阶篇

2020-07-26 03:14:36
字体:
来源:转载
供稿:网友

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~ 

老规矩先上图和demo地址:

这里写图片描述

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:

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))  }

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:

这里写图片描述

//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~~~

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:

这里写图片描述

//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:

这里写图片描述

/**   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:

这里写图片描述

/**   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:

这里写图片描述

/**   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,还加了动画暂停和继续的功能,效果和代码见下图:

这里写图片描述

//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()    }  }

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文章可以学到东西,有什么好的建议可以随时提出来,谢谢大家阅读~~demo地址

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持武林网。

发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表