iOS 動(dòng)畫(core Animation) 一

最近搞了幾個(gè)iOS的動(dòng)畫效果,但是一直還沒有整體的總結(jié)一下.今天來大概的理一下思路:
我們動(dòng)畫用到的框架有哪些 1.core Animation (核心動(dòng)畫) 2.quartzCore(2d繪圖,CALAyer圖層)兩個(gè).
今天主要來說一下core animation
coreAnimation 中可以直接使用的類有這么幾個(gè):
  CABasicAnimation
  CAKeyframeAnimation
  CATransition
  CAAnimationGroup
  CASpringAnimation

1.CABasicAnimation可以設(shè)定keyPath的起點(diǎn),終點(diǎn)的值,動(dòng)畫會沿著設(shè)定點(diǎn)進(jìn)行移動(dòng),CABasicAnimation有點(diǎn)類似CAKeyFrameAnimation 但是不如他強(qiáng)大。
簡單使用

- (void)animaton{
    CABasicAnimation * animation = [CABasicAnimation animationWithKeyPath:@"position"];//position屬性發(fā)生動(dòng)畫
    animation.toValue = [NSValue valueWithCGPoint:CGPointMake(300, 100)];//動(dòng)畫要去的點(diǎn)
    animation.duration = 2.0;//時(shí)間
  [self.viewA.layer addAnimation:animation forKey:@"weiyi" ];//添加動(dòng)畫  weiyi 是自定義的標(biāo)識
}

這是位置偏移的效果


7月-07-2016 13-28-48.gif
- (void)animaton{
       CABasicAnimation * animation = [CABasicAnimation animationWithKeyPath:@"backgroundColor"];//修改背景顏色
    animation.toValue = (id)[UIColor yellowColor].CGColor;
    animation.duration = 2.0;
    self.viewA.layer.anchorPoint = CGPointMake(0, 1);

    [self.viewA.layer addAnimation:animation forKey:@"weiyi" ];

}

//CATransform3D Key Paths : (example)transform.rotation.z 
//rotation.x
 //rotation.y 
//rotation.z 
//rotation 旋轉(zhuǎn)
 //scale.x 
//scale.y 
//scale.z 
//scale 縮放 
//translation.x
 //translation.y
 //translation.z
 //translation 平移
 //CGPoint Key Paths : (example)position.x
 //x
 //y
 //CGRect Key Paths : (example)bounds.size.width
 //origin.x 
//origin.y 
//origin
 //size.width
 //size.height 
//size 
//opacity 
//backgroundColor
 //cornerRadius  
//borderWidth 
//contents 
 //Shadow Key Path: 
//shadowColor 
 //shadowOffset 
 //shadowOpacity 
 //shadowRadius

可以移動(dòng)化的形式修改這些屬性

2.CAKeyframeAnimation
這個(gè)就是沿著曲線運(yùn)動(dòng) 他可以和上面一樣 直接修改position 改變位置
同樣也可以通過某些特定的曲線

- (void)keyanimation{
   CGMutablePathRef path = CGPathCreateMutable();
    CGPathMoveToPoint(path, Nil, 0, 0);
    CGPathAddCurveToPoint(path, Nil, 300, 250, 300, 400, 0, 720);//設(shè)置路徑
    CAKeyframeAnimation  * animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
    animation.path = path;//匹配路徑
    animation.duration = 3.0;
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; 
    [self.viewA.layer addAnimation:animation forKey:@"dddd"];
}

3.CATransition 轉(zhuǎn)場動(dòng)畫

轉(zhuǎn)場動(dòng)畫,比UIVIew轉(zhuǎn)場動(dòng)畫具有更多的動(dòng)畫效果,比如Nav的默認(rèn)Push視圖的效果就是通過CATransition的kCATransitionPush類型來實(shí)現(xiàn)。
  CAKeyframeAnimation的重要屬性:

type:過渡動(dòng)畫的類型

type的enum值如下:
 kCATransitionFade 漸變
 kCATransitionMoveIn 覆蓋 
kCATransitionPush 推出 
kCATransitionReveal 揭開

還有一些私有動(dòng)畫類型,效果很炫酷,不過不推薦使用。
  私有動(dòng)畫類型的值有:"cube"、"suckEffect"、"oglFlip"、 "rippleEffect"、"pageCurl"、"pageUnCurl"等等。

subtype: 過渡動(dòng)畫的方向

subtype的enum值如下: 
kCATransitionFromRight 從右邊 
kCATransitionFromLeft 從左邊
 kCATransitionFromTop 從頂部 
kCATransitionFromBottom 從底部
- (void)transitionAni {
 CATransition * ani = [CATransition animation]; 
ani.type = kCATransitionFade;
 ani.subtype = kCATransitionFromLeft; 
ani.duration = 1.5; 
self.centerShow.image = [UIImage imageNamed:@"Raffle"]; 

[self.centerShow.layer addAnimation:ani forKey:@"transitionAni"];
}

4.CASpringAnimation
CASpringAnimation是iOS9新加入動(dòng)畫類型,是CABasicAnimation的子類,用于實(shí)現(xiàn)彈簧動(dòng)畫。
  CASpringAnimation的重要屬性:

mass:質(zhì)量(影響彈簧的慣性,質(zhì)量越大,彈簧慣性越大,運(yùn)動(dòng)的幅度越大)
  stiffness:彈性系數(shù)(彈性系數(shù)越大,彈簧的運(yùn)動(dòng)越快)
  damping:阻尼系數(shù)(阻尼系數(shù)越大,彈簧的停止越快)
  initialVelocity:初始速率(彈簧動(dòng)畫的初始速度大小,彈簧運(yùn)動(dòng)的初始方向與初始速率的正負(fù)一致,若初始速率為0,表示忽略該屬性)
  settlingDuration:結(jié)算時(shí)間(根據(jù)動(dòng)畫參數(shù)估算彈簧開始運(yùn)動(dòng)到停止的時(shí)間,動(dòng)畫設(shè)置的時(shí)間最好根據(jù)此時(shí)間來設(shè)置)

- (void)springAni {
 CASpringAnimation * ani = [CASpringAnimation animationWithKeyPath:@"bounds"]; 
ani.mass = 10.0; //質(zhì)量,影響圖層運(yùn)動(dòng)時(shí)的彈簧慣性,質(zhì)量越大,彈簧拉伸和壓縮的幅度越大
 ani.stiffness = 5000; //剛度系數(shù)(勁度系數(shù)/彈性系數(shù)),剛度系數(shù)越大,形變產(chǎn)生的力就越大,運(yùn)動(dòng)越快 
ani.damping = 100.0;//阻尼系數(shù),阻止彈簧伸縮的系數(shù),阻尼系數(shù)越大,停止越快 ani.initialVelocity = 5.f;//初始速率,動(dòng)畫視圖的初始速度大小;速率為正數(shù)時(shí),速度方向與運(yùn)動(dòng)方向一致,速率為負(fù)數(shù)時(shí),速度方向與運(yùn)動(dòng)方向相反
 ani.duration = ani.settlingDuration; 
ani.toValue = [NSValue valueWithCGRect:self.centerShow.bounds]; 
ani.removedOnCompletion = NO; 
ani.fillMode = kCAFillModeForwards;
 ani.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; 
[self.cartCenter.layer addAnimation:ani forKey:@"boundsAni"];}

5.CAAnimationGroup

使用Group可以將多個(gè)動(dòng)畫合并一起加入到層中,Group中所有動(dòng)畫并發(fā)執(zhí)行,可以方便地實(shí)現(xiàn)需要多種類型動(dòng)畫的場景。

以實(shí)現(xiàn)視圖的position、bounds和opacity改變的組合動(dòng)畫為例

- (void)groupAni { 
CABasicAnimation * posAni = [CABasicAnimation animationWithKeyPath:@"position"]; 
posAni.toValue = [NSValue valueWithCGPoint:self.centerShow.center]; CABasicAnimation * opcAni = [CABasicAnimation animationWithKeyPath:@"opacity"];
 opcAni.toValue = [NSNumber numberWithFloat:1.0]; 
opcAni.toValue = [NSNumber numberWithFloat:0.7]; 
CABasicAnimation * bodAni = [CABasicAnimation animationWithKeyPath:@"bounds"]; 
bodAni.toValue = [NSValue valueWithCGRect:self.centerShow.bounds]; CAAnimationGroup * groupAni = [CAAnimationGroup animation]; groupAni.animations = @[posAni, opcAni, bodAni];
 groupAni.duration = 1.0; 
groupAni.fillMode = kCAFillModeForwards; 
groupAni.removedOnCompletion = NO;
 groupAni.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [self.cartCenter.layer addAnimation:groupAni forKey:@"groupAni"];
}
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