最近撸了一个上拉刷新的小轮子,只要遵循一个协议就能自定义自己动效的上拉刷新和加载,我自己也写了几个动效进去,下面是一个比较好的动效的实现过程
先上效果图和github地址,完整代码个demo和进入查看,有其他好的动效大家也可以学习交流~
写一个动效的第一步就应该仔细的去分析它,把它的每一帧展开来看,找一个最合适的方式来实现它,我们可以把以上动画分解成以下三个步骤:
以下是会用到主要的类:
CAShapeLayer
UIBezierPath
CABasicAnimation
CAKeyframeAnimation
DispatchSourceTimer
剪头的绘制我们用CAShapeLayer
配合UIBezierPath
来实现,把箭头分解成两个部分,一个是垂直的线和箭头头的部分,方便实现之后的动画效果,下面是绘制主要的代码和效果图:
// 绘制垂直的线private func initLineLayer() { let width = frame.size.width let height = frame.size.height let path = UIBezierPath() path.move(to: .init(x: width/2, y: 0)) path.addLine(to: .init(x: width/2, y: height/2 + height/3)) lineLayer = CAShapeLayer() lineLayer?.lineWidth = lineWidth*2 lineLayer?.strokeColor = color.cgColor lineLayer?.fillColor = UIColor.clear.cgColor lineLayer?.lineCap = kCALineCapRound lineLayer?.path = path.cgPath lineLayer?.strokeStart = 0.5 addSublayer(lineLayer!)}// 绘制箭头的头部private func initArrowLayer() { let width = frame.size.width let height = frame.size.height let path = UIBezierPath() path.move(to: .init(x: width/2 - height/6, y: height/2 + height/6)) path.addLine(to: .init(x: width/2, y: height/2 + height/3)) path.addLine(to: .init(x: width/2 + height/6, y: height/2 + height/6)) arrowLayer = CAShapeLayer() arrowLayer?.lineWidth = lineWidth*2 arrowLayer?.strokeColor = color.cgColor arrowLayer?.lineCap = kCALineCapRound arrowLayer?.lineJoin = kCALineJoinRound arrowLayer?.fillColor = UIColor.clear.cgColor arrowLayer?.path = path.cgPath addSublayer(arrowLayer!)}
然后是箭头动画实现,我们分别对线和箭头头部进行动画,通过CABasicAnimation
对它们的strokeStart
和strokeEnd
进行控制来实现动画,下面是效果图和主要代码:
// 箭头的动画public func startAnimation() -> Self { let start = CABasicAnimation(keyPath: "strokeStart") start.duration = animationDuration start.fromValue = 0 start.toValue = 0.5 start.isRemovedOnCompletion = false start.fillMode = kCAFillModeForwards start.delegate = self start.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) let end = CABasicAnimation(keyPath: "strokeEnd") end.duration = animationDuration end.fromValue = 1 end.toValue = 0.5 end.isRemovedOnCompletion = false end.fillMode = kCAFillModeForwards end.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) arrowLayer?.add(start, forKey: "strokeStart") arrowLayer?.add(end, forKey: "strokeEnd") return self} // 线的动画private func addLineAnimation() { let start = CABasicAnimation(keyPath: "strokeStart") start.fromValue = 0.5 start.toValue = 0 start.isRemovedOnCompletion = false start.fillMode = kCAFillModeForwards start.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) start.duration = animationDuration/2 lineLayer?.add(start, forKey: "strokeStart") let end = CABasicAnimation(keyPath: "strokeEnd") end.beginTime = CACurrentMediaTime() + animationDuration/3 end.duration = animationDuration/2 end.fromValue = 1 end.toValue = 0.03 end.isRemovedOnCompletion = false end.fillMode = kCAFillModeForwards end.delegate = self end.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) lineLayer?.add(end, forKey: "strokeEnd")} // 通过delegate控制顺序func animationDidStop(_ anim: CAAnimation, finished flag: Bool) { if flag { if let anim = anim as? CABasicAnimation { if anim.keyPath == "strokeStart" { arrowLayer?.isHidden = true addLineAnimation() }else { lineLayer?.isHidden = true animationEnd?() } } }}
同样的圆环和小店的绘制我们也可以用CAShapeLayer
配合UIBezierPath
来实现
,下面是效果图和主要代码:
// 绘制外环private func drawCircle() { let width = frame.size.width let height = frame.size.height let path = UIBezierPath() path.addArc(withCenter: .init(x: width/2, y: height/2), radius: height/2, startAngle: 0, endAngle: CGFloat(Double.pi * 2.0), clockwise: false) circle.lineWidth = lineWidth circle.strokeColor = color.cgColor circle.fillColor = UIColor.clear.cgColor circle.path = path.cgPath addSublayer(circle) circle.isHidden = true}// 绘制小点private func drawPoint() { let width = frame.size.width let path = UIBezierPath() path.addArc(withCenter: .init(x: width/2, y: width/2), radius: width/2, startAngle: CGFloat(Double.pi * 1.5), endAngle: CGFloat((Double.pi * 1.5) - 0.1), clockwise: false) point.lineCap = kCALineCapRound point.lineWidth = lineWidth*2 point.fillColor = UIColor.clear.cgColor point.strokeColor = pointColor.cgColor point.path = path.cgPath pointBack.addSublayer(point) point.isHidden = true}
旋转的实现,因为旋转的速度是有个加速的效果的,所以我们使用DispatchSourceTimer
来控制选择的速度,下面是效果图和主要代码:
// 旋转的控制public func startAnimation() { circle.isHidden = false point.isHidden = false codeTimer = DispatchSource.makeTimerSource(queue: DispatchQueue.global()) codeTimer?.scheduleRepeating(deadline: .now(), interval: .milliseconds(42)) codeTimer?.setEventHandler(handler: { [weak self] in guard self != nil else { return } self!.rotated = self!.rotated - self!.rotatedSpeed if self!.stop { let count = Int(self!.rotated / CGFloat(Double.pi * 2)) if (CGFloat(Double.pi * 2 * Double(count)) - self!.rotated) >= 1.1 { var transform = CGAffineTransform.identity transform = transform.rotated(by: -1.1) DispatchQueue.main.async { self!.pointBack.setAffineTransform(transform) self!.point.isHidden = true self!.check?.startAnimation() } self!.codeTimer?.cancel() return } } if self!.rotatedSpeed < 0.65 { if self!.speedInterval < 0.02 { self!.speedInterval = self!.speedInterval + 0.001 } self!.rotatedSpeed = self!.rotatedSpeed + self!.speedInterval } var transform = CGAffineTransform.identity transform = transform.rotated(by: self!.rotated) DispatchQueue.main.async { self!.pointBack.setAffineTransform(transform) } }) codeTimer?.resume() addPointAnimation()}// 点的变化private func addPointAnimation() { let width = frame.size.width let path = CABasicAnimation(keyPath: "path") path.beginTime = CACurrentMediaTime() + 1 path.fromValue = point.path let toPath = UIBezierPath() toPath.addArc(withCenter: .init(x: width/2, y: width/2), radius: width/2, startAngle: CGFloat(Double.pi * 1.5), endAngle: CGFloat((Double.pi * 1.5) - 0.3), clockwise: false) path.toValue = toPath.cgPath path.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut) path.duration = 2 path.isRemovedOnCompletion = false path.fillMode = kCAFillModeForwards point.add(path, forKey: "path")}
对勾的绘制我们也是用CAShapeLayer
配合UIBezierPath
来绘制,下面是效果图和主要的代码:
// 绘制对号private func drawCheck() { let width = Double(frame.size.width) check = CAShapeLayer() check?.lineCap = kCALineCapRound check?.lineJoin = kCALineJoinRound check?.lineWidth = lineWidth check?.fillColor = UIColor.clear.cgColor check?.strokeColor = color.cgColor check?.strokeStart = 0 check?.strokeEnd = 0 let path = UIBezierPath() let a = sin(0.4) * (width/2) let b = cos(0.4) * (width/2) path.move(to: CGPoint.init(x: width/2 - b, y: width/2 - a)) path.addLine(to: CGPoint.init(x: width/2 - width/20 , y: width/2 + width/8)) path.addLine(to: CGPoint.init(x: width - width/5, y: width/2 - a)) check?.path = path.cgPath addSublayer(check!)}
对勾的动画我们通过CAKeyframeAnimation
来控制对勾的strokeStart
和strokeEnd
来实现对勾的动画,下面是效果图和主要代码:
// 对勾的动画func startAnimation() { let start = CAKeyframeAnimation(keyPath: "strokeStart") start.values = [0, 0.4, 0.3] start.isRemovedOnCompletion = false start.fillMode = kCAFillModeForwards start.duration = 0.2 start.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) let end = CAKeyframeAnimation(keyPath: "strokeEnd") end.values = [0, 1, 0.9] end.isRemovedOnCompletion = false end.fillMode = kCAFillModeForwards end.duration = 0.3 end.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) check?.add(start, forKey: "start") check?.add(end, forKey: "end") }
关于小球的旋转我没有选择CADisplayLink
而是选择的DispatchSourceTimer
,是因为CADisplayLink
会受到UITableview
的影响,关于动画的实现需要耐心去调细节,实现方式也各种各样,大家如果有什么更好的建议或者建议大家可以提出来~
完整的代码,大家可以去github地址去下载,欢迎大家star和发表意见和贡献代码,有好的动效的话也可以提供,最后谢谢大家的阅读
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