通过将 .speed 设置为 -1 向后恢复 CABasicAnimation
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【中文标题】通过将 .speed 设置为 -1 向后恢复 CABasicAnimation【英文标题】:Resume CABasicAnimation backwards by setting .speed equal to -1 【发布时间】:2021-01-12 11:50:20 【问题描述】:编辑:我已经稍微重构了问题并解决了部分问题,现在问题归结为为什么在动画恢复时表示层会出现故障/闪烁。在这一点上,我接受了任何使动画可以随意向前和向后恢复而没有问题的答案。我不确定我使用的方法是否正确,我对 Swift 还是很陌生。
注意:底部有示例项目,以便更好地理解问题。
在我的项目中,我通过将层.speed
属性设置为0
来暂停CABasicAnimation
,然后我通过将层的.timeOffset
属性设置为等于UISlider
以交互方式更改动画值每当用户滚动滑块时,.value
属性。通过代码:
layer.speed = 0
那么当用户滑动时:
layer.timeOffset = CFTimeInterval(sender.value)
现在我想在滑块上的用户手势结束时随意向后或向前恢复动画,因此从与当前动画值相关的起点开始。我发现运行顺利的唯一可行的解决方案如下,但它只能继续前进:
let pausedTime = layer.timeOffset
layer.speed = 1.0
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
layer.beginTime = timeSincePause
然后我可以在动画完成时再次暂停它:
DispatchQueue.main.asyncAfter(deadline: .now()+1)
layer.timeOffset = 0
layer.speed = 0
据我了解,.speed
不仅定义了结合.duration
属性的动画的实际速度,还定义了动画的方向:如果我将图层的速度设置为等于-1
,则动画完成向后。关于CAMediaTiming
的工作原理,请参考this 的答案,我试图更改上面sn-p 的参数以恢复动画倒退而没有运气。我认为这会起作用:
let pausedTime = layer.timeOffset
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
layer.beginTime = timeSincePause
layer.timeOffset = pausedTime*2
layer.speed = -1.0
但是图层从来没有像这样设置动画。该问题似乎与convertTime
方法有关。
然后我发现this 的问题与我的基本相同,唯一的答案是一个不错的解决方案。重构一下代码,我只能说:
layer.beginTime = CACurrentMediaTime()
layer.speed = -1
DispatchQueue.main.asyncAfter(deadline: .now()+1)
layer.timeOffset = 0
layer.speed = 0
但是,当动画向后播放时非常有问题,特别是表示层在恢复时和完成时都会闪烁。我尝试了各种解决方案,但都没有运气,我做了一些猜测:
这可能是与CAMediaTimingFillMode
相关的问题,因为我可以将其设置为.back
或.forwards
,但是当它恢复时,动画既不是最终状态也不是初始状态,因此不会渲染初始帧;
这是因为我没有保持模态树和表示树同步。
但是,当它在恢复和完成时闪烁/闪烁时,这两者都没有解释。此外,在我看来,动画在向前恢复时可能有 1 的持续时间,但在向后恢复时只有 1-timeOffset,不确定。
真的不确定真正的问题是什么以及如何解决这个烂摊子。我们非常欢迎所有建议。
对于任何感兴趣的人,这里有一个与我类似的示例项目,灵感来自另一个问题(动画正在向前运行,要向后运行并捕捉故障,只需调用 resumeLayerBackwards()
)。我知道代码应该重构,但仍然可以。只需复制、粘贴并运行:
import UIKit
class ViewController: UIViewController
var perspectiveLayer: CALayer =
let perspectiveLayer = CALayer()
perspectiveLayer.speed = 0.0
return perspectiveLayer
()
var mainView: UIView =
let view = UIView()
return view
()
private let slider: UISlider =
let slider = UISlider()
slider.addTarget(self, action: #selector(slide(sender:event:)) , for: .valueChanged)
return slider
()
override func viewDidLoad()
super.viewDidLoad()
view.addSubview(slider)
animate()
override func viewDidLayoutSubviews()
super.viewDidLayoutSubviews()
slider.frame = CGRect(x: view.bounds.size.width/3,
y: view.bounds.size.height/10*8,
width: view.bounds.size.width/3,
height: view.bounds.size.height/10)
@objc private func slide(sender: UISlider, event: UIEvent)
if let touchEvent = event.allTouches?.first
switch touchEvent.phase
case .ended:
resumeLayer(layer: perspectiveLayer)
default:
perspectiveLayer.timeOffset = CFTimeInterval(sender.value)
private func resumeLayer(layer: CALayer)
let pausedTime = layer.timeOffset
layer.speed = 1.0
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
layer.beginTime = timeSincePause
DispatchQueue.main.asyncAfter(deadline: .now()+1)
layer.timeOffset = 1.0
layer.speed = 0.0
private func resumeLayerBackwards(layer: CALayer)
layer.beginTime = CACurrentMediaTime()
layer.speed = -1
DispatchQueue.main.asyncAfter(deadline: .now()+1)
layer.timeOffset = 0
layer.speed = 0
private func animate()
var transform:CATransform3D = CATransform3DIdentity
var topSleeve:CALayer
var middleSleeve:CALayer
var bottomSleeve:CALayer
var topShadow:CALayer
var middleShadow:CALayer
let width:CGFloat = 300
let height:CGFloat = 150
var firstJointLayer:CALayer
var secondJointLayer:CALayer
mainView = UIView(frame:CGRect(x: 50, y: 50, width: width, height: height*3))
mainView.backgroundColor = UIColor.yellow
view.addSubview(mainView)
perspectiveLayer.frame = CGRect(x: 0, y: 0, width: width, height: height*2)
mainView.layer.addSublayer(perspectiveLayer)
firstJointLayer = CATransformLayer()
firstJointLayer.frame = mainView.bounds
perspectiveLayer.addSublayer(firstJointLayer)
topSleeve = CALayer()
topSleeve.frame = CGRect(x: 0, y: 0, width: width, height: height)
topSleeve.anchorPoint = CGPoint(x: 0.5, y: 0)
topSleeve.backgroundColor = UIColor.red.cgColor
topSleeve.position = CGPoint(x: width/2, y: 0)
firstJointLayer.addSublayer(topSleeve)
topSleeve.masksToBounds = true
secondJointLayer = CATransformLayer()
secondJointLayer.frame = mainView.bounds
secondJointLayer.frame = CGRect(x: 0, y: 0, width: width, height: height*2)
secondJointLayer.anchorPoint = CGPoint(x: 0.5, y: 0)
secondJointLayer.position = CGPoint(x: width/2, y: height)
firstJointLayer.addSublayer(secondJointLayer)
middleSleeve = CALayer()
middleSleeve.frame = CGRect(x: 0, y: 0, width: width, height: height)
middleSleeve.anchorPoint = CGPoint(x: 0.5, y: 0)
middleSleeve.backgroundColor = UIColor.blue.cgColor
middleSleeve.position = CGPoint(x: width/2, y: 0)
secondJointLayer.addSublayer(middleSleeve)
middleSleeve.masksToBounds = true
bottomSleeve = CALayer()
bottomSleeve.frame = CGRect(x: 0, y: height, width: width, height: height)
bottomSleeve.anchorPoint = CGPoint(x: 0.5, y: 0)
bottomSleeve.backgroundColor = UIColor.gray.cgColor
bottomSleeve.position = CGPoint(x: width/2, y: height)
secondJointLayer.addSublayer(bottomSleeve)
firstJointLayer.anchorPoint = CGPoint(x: 0.5, y: 0)
firstJointLayer.position = CGPoint(x: width/2, y: 0)
topShadow = CALayer()
topSleeve.addSublayer(topShadow)
topShadow.frame = topSleeve.bounds
topShadow.backgroundColor = UIColor.black.cgColor
topShadow.opacity = 0
middleShadow = CALayer()
middleSleeve.addSublayer(middleShadow)
middleShadow.frame = middleSleeve.bounds
middleShadow.backgroundColor = UIColor.black.cgColor
middleShadow.opacity = 0
transform.m34 = -1/700
perspectiveLayer.sublayerTransform = transform
var animation = CABasicAnimation(keyPath: "transform.rotation.x")
animation.fillMode = CAMediaTimingFillMode.forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
animation.fromValue = 0
animation.toValue = -90*Double.pi/180
firstJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.x")
animation.fillMode = CAMediaTimingFillMode.forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
animation.fromValue = 0
animation.toValue = 180*Double.pi/180
secondJointLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "transform.rotation.x")
animation.fillMode = CAMediaTimingFillMode.forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
animation.fromValue = 0
animation.toValue = -160*Double.pi/180
bottomSleeve.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "bounds.size.height")
animation.fillMode = CAMediaTimingFillMode.forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
animation.fromValue = perspectiveLayer.bounds.size.height
animation.toValue = 0
perspectiveLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "position.y")
animation.fillMode = CAMediaTimingFillMode.forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
animation.fromValue = perspectiveLayer.position.y
animation.toValue = 0
perspectiveLayer.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
topShadow.add(animation, forKey: nil)
animation = CABasicAnimation(keyPath: "opacity")
animation.fillMode = CAMediaTimingFillMode.forwards
animation.isRemovedOnCompletion = false
animation.duration = 1
animation.fromValue = 0
animation.toValue = 0.5
middleShadow.add(animation, forKey: nil)
【问题讨论】:
【参考方案1】:我设法消除了示例项目中resumeLayerBackwards(layer:)
的故障。
实际上存在两个问题:
-
动画视觉上完成后有一个空白屏幕
空白屏幕可见
1 - .timeOffset
秒
所以,问题似乎在于动画实际上不仅在 .timeOffset
期间播放,而且在整个 .duration
期间播放。并且出现空白屏幕是因为没有为 1 - .timeOffset
块定义动画。
回想一下:CALayer
也采用 CAMediaTiming
协议,就像 CAAnimation
所做的那样(定义了所有属性:尽管其中一些似乎不太清楚如何应用于层)。
在经过.timeOffset
秒后,speed = -1
— 属性 .timeOffset
变为等于 0。这意味着动画已经开始,因此(以负速度)结束。虽然它不是那么明显——似乎因为 .fillMode
属性而被删除。为了解决这个问题,我将perspectiveLayer.fillMode = .forwards
添加到animate()
方法中。
要在 .timeOffset
秒之后而不是整个 .duration
之后完成动画 - 使用 .repeatDuration
属性。我已将 layer.repeatDuration = layer.timeOffset
添加到您的 resumeLayerBackwards(layer:)
方法中。
该项目仅适用于添加的两行。
我不能说这个解决方案对我来说真的合乎逻辑,尽管它确实有效。负速度对我来说有点不可预测。在我的项目中,我曾经通过在克隆的动画对象中交换开始和结束值来反转动画。
【讨论】:
是的,它现在可以工作了。我觉得我不太了解 CAMediaTiming 是如何工作的,但它确实有效,而且我很好。非常感谢,非常感谢您的帮助。 顺便说一句,经过一番测试后,似乎该解决方案开始工作时,当我多次滑动时,动画开始自行中断。我发现您关于交换值 + 在完成时更改模型层的建议更幸运。以上是关于通过将 .speed 设置为 -1 向后恢复 CABasicAnimation的主要内容,如果未能解决你的问题,请参考以下文章