如何优化动画?

问题描述 投票:0回答:1

我有一个collapsingToolbarLayout,我想制作一些动画,同时用户扩展/折叠视图。我在addOnOffsetChangedListener中添加了一些动画,但是问题是动画不流畅。例如。折叠时imageview必须向外扩展,然后按alpha。而且它也不必更改其位置,因此为此我使用了translationY。好,让我展示我的代码。我正在使用dataBinding

binding.appbar.addOnOffsetChangedListener((abLayout, offset) -> {
        // Scale out the image and alpha.
        float scale = 1 - ((float) Math.abs(offset)/abLayout.getTotalScrollRange());
        binding.image.setTranslationY(Math.abs(offset));
        binding.image.animate().scaleX(scale).scaleY(scale).alpha(scale);

        if (Math.abs(offset) == abLayout.getTotalScrollRange()) {
            binding.labelNewsTitleToolbar.setVisibility(View.VISIBLE);
            binding.labelNewsTitle.setVisibility(View.INVISIBLE);
        } else if (Math.abs(offset) < abLayout.getTotalScrollRange()) {
            binding.labelNewsTitle.setVisibility(View.VISIBLE);
            binding.labelNewsTitleToolbar.setVisibility(View.INVISIBLE);
        }
        if (offset == 0)
            binding.image.animate().scaleX(1.0f).scaleY(1.0f).alpha(1.0f);
    });

如何优化它以使其更平滑?当我更快地折叠视图时,图像无法及时进行动画处理。

java android android-animation smoothing
1个回答
0
投票

您是否尝试过使用线程?在覆盖的run()方法上,尝试每秒调用60次。我使用下面的代码:

@Override
public void run() {
    double firstTime;
    double lastTime = System.nanoTime() / 1000000000d;
    double passedTime;
    double unprocessedTime = 0;
    deltaT = 0;
    while (running) {
        render = false;
        firstTime = System.nanoTime() / 1000000000d;
        passedTime = firstTime - lastTime;
        lastTime = firstTime;

        unprocessedTime += passedTime;
        frameTime += passedTime;
        //Frame time must be around 0.0166667
        if (frameTime <= 0.016667 && frameTime >= 0.01666) {
            deltaT = frameTime;
        }

        while (unprocessedTime >= UPDATE_CAP) {
            unprocessedTime -= UPDATE_CAP;
            render = true;

            if (frameTime >= 1d) {
                frameTime = 0;
                fps = frames;
                frames = 0;
            }
        }

        if (render) {
            //Render 
            //Call here the animation
            panel.repaint();
            frames++;
        }
    }
}

if(render)内部调用您的动画方法。这对我来说效果很好,希望对您也一样。

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