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iOS动画实现总结
类别:IOS编程/Objective-C   作者:码皇   来源:互联网   点击:

在iOS中,动画实现方向有两种,一种是操作UIView的animation方法,另外一种就是核心动画,但到iOS7中,UIView又跟核心动画牵扯在一起。方式一(利用核心动画添加动画)核心动画的层次关系转场动画(CATransition)
在iOS中,动画实现方向有两种,一种是操作UIView的animation方法,另外一种就是核心动画,但到iOS7中,UIView又跟核心动画牵扯在一起。   方式一(利用核心动画添加动画) 核心动画的层次关系       转场动画(CATransition)   用于做场景的转换动画,能偶为层提供移出屏幕和一如屏幕的动画效果。 UINavigationController就是通过CATransition实现了讲控制器的师徒推入屏幕的动画效果。 常用属性 type动画过度类型 subtype:动画过度方向 startProgress:动画起点(在整体的百分比)(可用的值从0到1,在动画中起点或终点的逗留时间,开始的时间一定要比结束的时间小,下同) endProgress:动画终点(在整体动画的百分比)  
    CABasicAnimation *baseAnimation = [CABasicAnimation animationWithKeyPath:@"bounds"];
    baseAnimation.fromValue = [NSValue valueWithCGRect:CGRectMake(20, 20, 100, 100)];
    baseAnimation.toValue = [NSValue valueWithCGRect:CGRectMake(100, 100, 200, 200)];
    baseAnimation.duration = 2.0;
    baseAnimation.removedOnCompletion = NO;
    baseAnimation.fillMode = kCAFillModeForwards;
    baseAnimation.repeatCount = MAXFLOAT;
    [self.myView.layer addAnimation:baseAnimation forKey:nil];

 

  基本动画(CABasicAnimation),是CAPropertyAnimation的子类,一个动画可控制一个属性的变化,变化值只能是两个值中变化,可以在fromValue和toValue两个值中设置    
    CABasicAnimation *baseAnimation = [CABasicAnimation animationWithKeyPath:@"bounds"];
    baseAnimation.fromValue = [NSValue valueWithCGRect:CGRectMake(20, 20, 100, 100)];
    baseAnimation.toValue = [NSValue valueWithCGRect:CGRectMake(100, 100, 200, 200)];
    baseAnimation.duration = 2.0;
    baseAnimation.removedOnCompletion = NO;
    baseAnimation.fillMode = kCAFillModeForwards;
    baseAnimation.repeatCount = MAXFLOAT;
    [self.myView.layer addAnimation:baseAnimation forKey:nil];

 

    帧动画(CAKeyframeAnimation),帧动画也是CAPropertyAnimation的子类,所以也是控制一个view的属性做动画,与CABaseAnimation不同的是,CAKeyFrameAnimation可以添加多个关键帧,而CABaseAnimation可以看做是两个关键帧的帧动画,我们可以好好利用帧动画的关键帧来做比较有趣的动画,如泡泡效果。    
    CAAnimationGroup *group = [[CAAnimationGroup alloc] init];
    // 位移 CAKeyframeAnimation *positionAnima = [CAKeyframeAnimation animationWithKeyPath:@"position"];
    positionAnima.calculationMode = kCAAnimationCubicPaced;
    positionAnima.duration = 5;
    positionAnima.fillMode = kCAFillModeForwards;
    positionAnima.removedOnCompletion = NO;
    positionAnima.repeatCount = MAXFLOAT;
    positionAnima.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
    // 添加移动路径 CGMutablePathRef curvedPath = CGPathCreateMutable();
    CGRect circleContainer = CGRectInset(myView.frame, myView.frame.size.width / 2 - 3, myView.frame.size.height / 2 - 3);
    CGPathAddEllipseInRect(curvedPath, NULL, circleContainer);
    positionAnima.path = curvedPath;
    CGPathRelease(curvedPath);
    [myView.layer addAnimation:positionAnima forKey:nil];
    // 缩放X CAKeyframeAnimation *scaleX = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"];
    scaleX.duration = 1.0;
    scaleX.values = @[@1.0,@1.1,@1.0];
    scaleX.keyTimes = @[@0.0,@0.5,@1.0];
    scaleX.repeatCount = MAXFLOAT;
    scaleX.autoreverses = YES;
    scaleX.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
    [myView.layer addAnimation:scaleX forKey:nil];
    // 缩放Y CAKeyframeAnimation *scaleY = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.y"];
    scaleY.duration = 1.5;
    scaleY.values = @[@1.0,@1.1,@1.0];
    scaleY.keyTimes = @[@0.0,@0.5,@1.0];
    scaleY.repeatCount = MAXFLOAT;
    scaleY.autoreverses = YES;
    group.animations = @[positionAnima,scaleX,scaleY];
    scaleY.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
    [myView.layer addAnimation:scaleY forKey:nil];

 

运行效果   由于本人的电脑是黑苹果,所以将就一下啦,哈哈,白苹果应该不会这样的。   动画组(CAAnimationGroup)CAAnimation的子类,可以保存一组动画对象,讲CAAnimationGroup对象加入层后,组中所有动画可以同时运行,所以,当我们需要做多个动画并且执行的时间不一样的时候,动画组就不适用。例如上面的泡泡效果。 group.animations = [里面放动画对象];     方式二(利用UIView添加动画) UIView动画(手码) 添加单个动画  
    [UIView beginAnimations:nil context:nil];
    [UIView setAnimationDuration:4];
    CGPoint point = self.myView.center;
    point.y += 150;
    [self.myView setCenter:point];
    [UIView commitAnimations];

 

    添加多个动画  
      [UIView beginAnimations:nil context:nil];
    [UIView setAnimationDuration:4];
    CGPoint point = self.myView.center;
    point.y += 150;
    [self.myView setCenter:point];
    [UIView commitAnimations];
    [UIView beginAnimations:nil context:nil];
    [UIView setAnimationDuration:4];
    [self.myView setAlpha:0.1];
    [UIView commitAnimations];

 

  UIView动画(Block) [UIView animateWithDuration:4 animations:^{         CGPoint point = self.myView.center;         point.y += 150;         [self.myView setCenter:point];     }];     UIView动画(Block帧动画),从iOS7开启,苹果提供了比较便捷的方法来调用帧动画,不用新建帧动画实例,直接对layer的属性进行控制。  
    [UIView animateKeyframesWithDuration:0.5 delay:1 options:UIViewKeyframeAnimationOptionAutoreverse animations:^{
    self.view.bounds = CGRectMake(30, 30, 30, 30);
    }
    completion:^(BOOL finished) {
    }
    ];

 

UIView转场动画。 + (void)transitionFromView:(UIView *)fromView toView:(UIView *)toView duration:(NSTimeInterval)duration options:(UIViewAnimationOptions)options completion:(void (^)(BOOL finished))completion     这个方法应该不好理解,简单来说,这个方法调用完毕后,相当于执行了两句代码,    
    // 添加toView到父视图[fromView.superview addSubview:toView];
    // 把fromView从父视图中移除[fromView.superview removeFromSuperview];
    - duration:动画的持续时间- duration:动画的持续时间- options:转场动画的类型- animations:将改变视图属性的代码放在这个block中- completion:动画结束后,会自动调用这个block

 

 
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