iOS动画进阶 - 实现炫酷的上拉刷新动效

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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~

分析动效

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:

  1. 箭头的绘制和动效
  2. 圆环的绘制和小点的旋转
  3. 对勾的绘制和动画

以下是会用到主要的类:

  • CAShapeLayer
  • UIBezierPath
  • CABasicAnimation
  • CAKeyframeAnimation
  • DispatchSourceTimer

箭头的绘制和动效

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strokeStartstrokeEnd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?()
            
        
    

圆环的绘制和小点的旋转

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")

对勾的绘制和动画

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strokeStartstrokeEnd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")

总结

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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