延迟CABasicAnimation会立即绘制它

问题描述 投票:0回答:1

我试图动画一对分裂多次的线。它们将具有可变数量的分割,但我试图使下一个分割仅在前一个分割完成后开始。所有分割是一段线的末端与下一段的开始之间的小间隙。此外,我最终会让每个片段花费一定的时间来完成,但我无法让动画延迟,所以我可以将它们链接在一起。

我使用Advanced Animation Tricks作为参考,但每当我打开视图控制器,调用此动画存储的函数时,所有线段都立即绘制,没有动画或延迟,我不知道为什么会发生这种情况。

继承我的动画过程:

for i in 0...(splits.count - 1)
{
    //create path
    //start buffered after split
    //finish buffered before split
    let path1 = UIBezierPath()
    path1.move(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] - CGFloat(lw/2)))
    path1.addLine(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] - CGFloat(lw/2)))
    path1.addLine(to: CGPoint(x: lineSplits[i + 1] - 5, y: lineLoc[0] - CGFloat(lw/2)))

    let path2 = UIBezierPath()
    path2.move(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] + CGFloat(lw/2)))
    path2.addLine(to: CGPoint(x: lineSplits[i] + 5, y: lineLoc[0] + CGFloat(lw/2)))
    path2.addLine(to: CGPoint(x: lineSplits[i + 1] - 5, y: lineLoc[0] + CGFloat(lw/2)))

    // create shape layer for that path
    let shapeLayer1 = CAShapeLayer()
    shapeLayer1.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
    shapeLayer1.strokeColor = #colorLiteral(red: 0.8078431487, green: 0.02745098062, blue: 0.3333333433, alpha: 1).cgColor
    shapeLayer1.lineWidth = CGFloat(lw)
    shapeLayer1.path = path1.cgPath

    let shapeLayer2 = CAShapeLayer()
    shapeLayer2.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
    shapeLayer2.strokeColor = #colorLiteral(red: 0.2196078449, green: 0.007843137719, blue: 0.8549019694, alpha: 1).cgColor
    shapeLayer2.lineWidth = CGFloat(lw)
    shapeLayer2.path = path2.cgPath

    // animate it with a delay
    let currentLayerTime1 = shapeLayer1.convertTime(CACurrentMediaTime(), from: nil)
    let currentLayerTime2 = shapeLayer2.convertTime(CACurrentMediaTime(), from: nil)

    view.layer.addSublayer(shapeLayer1)
    let animation = CABasicAnimation(keyPath: "strokeEnd")
    animation.beginTime = currentLayerTime1 + 5
    animation.duration = 5
    animation.fillMode = CAMediaTimingFillMode.backwards
    shapeLayer1.add(animation, forKey: "MyAnimation")


    view.layer.addSublayer(shapeLayer2)
    let animation2 = CABasicAnimation(keyPath: "strokeEnd")
    //animation2.fromValue = 0
    animation2.beginTime = currentLayerTime2 + 10
    animation2.duration = 10
    animation2.fillMode = CAMediaTimingFillMode.backwards
    shapeLayer2.add(animation2, forKey: "MyAnimation")
}
ios swift xcode cabasicanimation
1个回答
0
投票

尝试用antimation.beginTime代替:

animation.beginTime = CACurrentMediaTime() + 5

而不是你正在使用的currentLayerTime1

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