具體動(dòng)畫
1242701-bc21f72752a5d367.gif

1242701-bc21f72752a5d367.gif
如上圖,動(dòng)畫可以拆分為三部分
- 1 . 中間扇葉的旋轉(zhuǎn)動(dòng)畫!
- 2 . 兩邊的畫線軌跡!
- 3 . 動(dòng)態(tài)變化的進(jìn)度顯示!
中間扇葉動(dòng)畫
我這邊使用的4張圖片,已附上:
>
02.png
03.png
juhua.png
很明顯了是吧,只需要把圖片加上去,然后旋轉(zhuǎn)起來(lái)就可以了。
那么怎么讓它變成旋轉(zhuǎn)的呢?其實(shí)很簡(jiǎn)單,Apple 就已經(jīng)提供給我們很好的API 以供使用!
圖片旋轉(zhuǎn)
聲明部分
/// 菊花視圖
lazy var hudImageView: UIImageView = {
let imageView = UIImageView()
imageView.image = UIImage(named: "bgImage")
return imageView
}()
///葉子視圖1
lazy var imageView1: UIImageView = {
let imageView = UIImageView()
imageView.image = UIImage(named: "image01")
return imageView
}()
///葉子視圖2
lazy var imageView2: UIImageView = {
let imageView = UIImageView()
imageView.image = UIImage(named: "image02")
return imageView
}()
///葉子視圖3
lazy var imageView3: UIImageView = {
let imageView = UIImageView()
imageView.image = UIImage(named: "image03")
return imageView
}()
/// 初始旋轉(zhuǎn)角度
var angleHud = CGFloat(1);
var angle1 = CGFloat(1);
var angle2 = CGFloat(1);
var angle3 = CGFloat(1);
/// 是否停止動(dòng)畫
var isStop = false
旋轉(zhuǎn)圖片實(shí)現(xiàn)方法
/// 開始圖片動(dòng)畫
private func startImageView(){
//選擇動(dòng)畫:
let endAnglehud = CGAffineTransform(rotationAngle: angleHud * .pi / 180)
let endAngle1 = CGAffineTransform(rotationAngle: angle1 * .pi / 180)
let endAngle2 = CGAffineTransform(rotationAngle: angle2 * .pi / 180)
let endAngle3 = CGAffineTransform(rotationAngle: angle3 * .pi / 180)
UIView.animate(withDuration: 0.01) {
self.hudImageView.transform = endAnglehud
self.imageView1.transform = endAngle1
self.imageView2.transform = endAngle2
self.imageView3.transform = endAngle3
} completion: { finished in
self.angleHud -= 4;
self.angle1 += 4;
self.angle2 -= 4;
self.angle3 += 4;
//
if !self.isStop {
self.startImageView()
}
}
}
圖片旋轉(zhuǎn)實(shí)現(xiàn)并不難,直接使用就可以了,如上
然后需要旋轉(zhuǎn)多少,速度都可以更改以上的參數(shù)進(jìn)行自己喜好調(diào)整
UI加載部分
/// 菊花內(nèi)容 - 寬高
let hudSize = CGSize(width: 120, height: 120)
/// 進(jìn)度Lable
lazy var progressLable: UILabel = {
let lable = UILabel()
lable.textColor = mainColor
lable.font = UIFont.systemFont(ofSize: 12)
lable.textAlignment = .center
lable.text = "0%"
return lable
}()
/// 主顏色
let mainColor = UIColor(red: 239/255, green: 223/255, blue: 183/255, alpha: 1)
// MARK: - UI實(shí)現(xiàn)
func loadUI() -> Void {
self.addSubview(bgImageView)
bgImageView.addSubview(imageView1)
bgImageView.addSubview(imageView2)
bgImageView.addSubview(imageView3)
bgImageView.addSubview(hudImageView)
bgImageView.addSubview(progressLable)
}
override func layoutSubviews() {
super.layoutSubviews()
bgImageView.frame = self.bounds
imageView1.center = bgImageView.center
imageView1.frame.size = hudSize
imageView2.center = bgImageView.center
imageView2.frame.size = hudSize
imageView3.center = bgImageView.center
imageView3.frame.size = hudSize
hudImageView.center = bgImageView.center
hudImageView.frame.size = hudSize
progressLable.center = bgImageView.center
progressLable.frame.size = CGSize(width: 50, height: 50)
progressLable.layer.cornerRadius = progressLable.frame.height/2
progressLable.layer.masksToBounds = true
progressLable.layer.borderColor = progressLable.textColor.cgColor
progressLable.layer.borderWidth = 0.8
}
以上實(shí)現(xiàn)就不需要過(guò)多敘述了,進(jìn)度的使用的是一個(gè)Lable.
那么說(shuō)下,最后一個(gè),前言說(shuō)到的畫線軌跡動(dòng)畫!
很明顯,動(dòng)畫軌跡來(lái)看,一個(gè)直線和一個(gè)半圓,
既然如此,那么就可以按照這個(gè)想法來(lái)進(jìn)行實(shí)現(xiàn)!我們都知道,iOS中有個(gè)很強(qiáng)大的類,UIBezierPath軌跡畫線!
可供參考的 :
UIBezierPath蘋果官方API文獻(xiàn)
簡(jiǎn)書李國(guó)安的文章
下面就是代碼實(shí)現(xiàn)部分,先貼代碼:
/// 重寫系統(tǒng) 繪制方法
override func draw(_ rect: CGRect) {
///上半部軌跡
let path = UIBezierPath()
//起點(diǎn)
path.move(to: CGPoint(x: self.frame.width, y: self.center.y))
//直線終點(diǎn)
path.addLine(to: CGPoint(x: self.center.x+hudSize.width/2, y: self.center.y))
path.addArc(withCenter: self.center, radius: 60, startAngle: .pi*2, endAngle: .pi*1, clockwise: false)
let caShapelayer = CAShapeLayer()
caShapelayer.path = path.cgPath
//線條寬度
caShapelayer.lineWidth = 1.5
//線條顏色
caShapelayer.strokeColor = mainColor.cgColor
//填充顏色
caShapelayer.fillColor = UIColor.clear.cgColor
caShapelayer.frame = self.bounds
self.layer.addSublayer(caShapelayer)
///下半部軌跡
let path2 = UIBezierPath()
//起點(diǎn)
path2.move(to: CGPoint(x: 0, y: self.center.y))
//直線終點(diǎn)
path2.addLine(to: CGPoint(x: self.center.x-hudSize.width/2, y: self.center.y))
path2.addArc(withCenter: self.center, radius: 60, startAngle: .pi*1, endAngle: .pi*2, clockwise: false)
let caShapelayer2 = CAShapeLayer()
caShapelayer2.path = path2.cgPath
//線條寬度
caShapelayer2.lineWidth = 1.5
//線條顏色
caShapelayer2.strokeColor = mainColor.cgColor
//填充顏色
caShapelayer2.fillColor = UIColor.clear.cgColor
caShapelayer2.frame = self.bounds
self.layer.addSublayer(caShapelayer2)
DispatchQueue.main.async {
self.drawLineAnimation(layer: caShapelayer)
self.drawLineAnimation(layer: caShapelayer2)
}
}
/// 軌跡動(dòng)畫添加到Self- 軌跡動(dòng)畫
func drawLineAnimation(layer:CALayer) -> Void {
let bas = CABasicAnimation.init(keyPath: "strokeEnd")
bas.duration = 3
bas.delegate = self
bas.fromValue = 0
bas.toValue = 1
layer.add(bas, forKey: "key")
}
總體來(lái)說(shuō),上下部分軌跡,實(shí)際上是一樣的,所以就分析其中一個(gè)就可以了,首先,確定path 軌跡起點(diǎn),拐點(diǎn),和終點(diǎn)!
///上半部軌跡
let path = UIBezierPath()
//起點(diǎn)
path.move(to: CGPoint(x: self.frame.width, y: self.center.y))
//直線終點(diǎn)
path.addLine(to: CGPoint(x: self.center.x+hudSize.width/2, y: self.center.y))
//圓路徑
path.addArc(withCenter: self.center, radius: 60, startAngle: .pi*2, endAngle: .pi*1, clockwise: false)
直線路徑無(wú)需多說(shuō),注釋已經(jīng)很清晰了,主要說(shuō)下,半圓軌跡:
系統(tǒng)方法
open func addArc(withCenter center: CGPoint,
radius: CGFloat,
startAngle: CGFloat,
endAngle: CGFloat,
clockwise: Bool)
-
center: 顧名思義就是圓的中心點(diǎn),學(xué)過(guò)數(shù)學(xué)的都知道! -
radius: 圓的半徑! -
startAngle: 圓軌跡起始的弧度! -
endAngle: 圓軌跡結(jié)束的弧度! -
clockwise: 是否順時(shí)針!
封裝API,提供外部使用
/// 單例
static let shareView = AnimationLoadView()
/// 快捷初始化
public static func show() -> Void{
let window = UIApplication.shared.delegate?.window!
shareView.backgroundColor = .black
shareView.frame = UIScreen.main.bounds
window!.addSubview(shareView)
shareView.start()
}
/// 開始動(dòng)畫
public func start() -> Void {
startImageView()
}
/// 結(jié)束動(dòng)畫
public func stop() -> Void {
isStop = true
progressLable.text = "0%"
self.angleHud = 1;
self.angle1 = 1;
self.angle2 = 1;
self.angle3 = 1;
self.removeFromSuperview()
}
至此所有的動(dòng)畫效果都已經(jīng)完成,在有需要的地方進(jìn)行調(diào)用,就可以了!
ps: 不當(dāng)之處還請(qǐng)海涵,分享以及記錄自己的代碼,請(qǐng)不喜勿噴!



