iOS动画实现总结

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)
   CATransition *animation = [CATransition animation];
    animation.type = @"reveal";
    animation.duration = 1;
    animation.subtype = kCATransitionReveal;
    [self.myView.layer addAnimation:animation forKey:nil];
    CGPoint point = self.myView.center;
    point.y += 150;
    [self.myView setCenter:point];

 

  • 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

 

 
posted @ 2015-07-09 22:31  Etund  阅读(1479)  评论(0编辑  收藏  举报