我正在尝试创建一个新的图像视图,它将具有动画功能。但是,我有一个关于我的动画的问题,让我们看看;

在这里,我所需要的就是让这个动画看起来像是连续的。我的意思是,没有在每个循环开始时的小故障。就在左上角的右边。
这是我的动画;
let strokeEndAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 2
let group = CAAnimationGroup()
group.duration = 2.3
group.repeatCount = .infinity
group.animations = [animation]
return group
}()
let strokeStartAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "strokeStart")
animation.beginTime = 0.3
animation.fromValue = 0
animation.toValue = 1
animation.duration = 2
let group = CAAnimationGroup()
group.duration = 2.3
group.repeatCount = .infinity
group.animations = [animation]
return group
}()发布于 2017-08-14 15:55:35
你不能简单地使用标准的闭合路径和strokeStart + strokeEnd来实现它,因为这些值是介于0.0和1.0之间的Float,但是你可以在路径本身上玩一些小把戏。
例如,我将采用圆形路径,因为它更简单。
// Create an arc path with 2.353π (animation start at 0.15)
let arcPath = UIBezierPath(arcCenter: CGPoint(x: 100, y: 100), radius: 90.0, startAngle: 0, endAngle: CGFloat(.pi * 2.353), clockwise: true)
let pathLayer = CAShapeLayer()
pathLayer.path = arcPath.cgPath
pathLayer.strokeColor = UIColor.black.cgColor
pathLayer.fillColor = nil
pathLayer.lineWidth = 10.0
// stroke start run from 0 - 0.85 (0π - 2π)
let aniSS = CABasicAnimation(keyPath: "strokeStart")
aniSS.fromValue = 0
aniSS.toValue = 0.85
aniSS.duration = 2
// stroke end run from 0.15 - 1 (0.353π - 2.353π)
let aniSE = CABasicAnimation(keyPath: "strokeEnd")
aniSE.fromValue = 0.15
aniSE.toValue = 1
aniSE.duration = 2
let group = CAAnimationGroup()
group.duration = 2
group.repeatCount = .infinity
group.animations = [aniSS, aniSE]
pathLayer.add(group, forKey: "strokeAnimation")因此,当动画循环结束时,笔划位于2π - 2.353π处,看起来与动画循环开始时完全相同:0π - 0.353π,这可能不是优化的解决方案,但它确实起到了作用。
https://stackoverflow.com/questions/45066966
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