强制使用CABasicAnimation连续动画
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16-09-2019 - |
题
我在我的模型的火灾时,某些性质改变的通知。其结果是,在特定视图中的对象的选择器捕获通知相应地改变视图的位置。
在通知导致窗口上,以便在一个特定的方向(由窗口上的标准步长大小总是垂直或水平和总是)移动。这有可能对用户的行动会导致几个通知,火一前一后。例如,3个通知可以被发送到移动视图向下三个步骤,然后两个通知可以被发送到视图向右移动两个步骤。
的问题是,当我执行的动画,他们不会连续发生。所以,在前面的例子,但我希望以缓慢向下移动三个空格,然后通过两个空格作为通知的结果移动,而不是它结束了对角移动到新的位置。
下面是用于我的两个选择器的代码(注意placePlayer设置视图的位置根据在模型中的当前信息):
- (void)moveEventHandler: (NSNotification *) notification
{
[self placePlayer];
CABasicAnimation* moveAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
moveAnimation.duration = 3;
moveAnimation.fillMode = kCAFillModeForwards; // probably not necessary
moveAnimation.removedOnCompletion = NO; // probably not necessary
[[self layer] addAnimation:moveAnimation forKey:@"animatePosition"];
}
如何让多次调用该方法力动画一次执行一步一步的,而不是所有的有什么建议?谢谢!
解决方案 2
我实现确实使用队列的解决方案。这是一个相当完整的描述:
这是在所有称为PlayerView一个视图类来完成。在报头中我包括如下:
#import "NSMutableArray+QueueAdditions.h"
@interface PlayerView : UIImageView {
Player* representedPlayer; // The model object represented by the view
NSMutableArray* actionQueue; // An array used as a queue for the actions
bool animatingPlayer; // Notes if the player is in the middle of an animation
bool stoppingAnimation; // Notes if all animations should be stopped (e.g., for re-setting the game)
CGFloat actionDuration; // A convenient way for me to change the duration of all animations
// ... Removed other variables in the class (sound effects, etc) not needed for this example
}
// Notifications
+ (NSString*) AnimationsDidStopNotification;
@property (nonatomic, retain) Player* representedPlayer;
@property (nonatomic, retain, readonly) NSMutableArray* actionQueue;
@property (nonatomic, assign) CGFloat actionDuration;
@property (nonatomic, assign) bool animatingPlayer;
@property (nonatomic, assign) bool stoppingAnimation;
// ... Removed other properties in the class not need for this example
- (void)placePlayer; // puts view where needed (according to the model) without animation
- (void)moveEventHandler:(NSNotification *) notification; // handles events when the player moves
- (void)rotateEventHandler:(NSNotification *) notification; // handles events when the player rotates
// ... Removed other action-related event handles not needed for this example
// These methods actually perform the proper animations
- (void) doMoveAnimation:(CGRect) nextFrame;
- (void) doRotateAnimation:(CGRect)nextFrame inDirection:(enum RotateDirection)rotateDirection;
// ... Removed other action-related methods not needed for this example
// Handles things when each animation stops
- (void) animationDidStop:(NSString*)animationID
finished:(BOOL)finished
context:(void*)context;
// Forces all animations to stop
- (void) stopAnimation;
@end
顺便说一句,在的NSMutableArray + QueueAdditions.h /米QueueAdditions类别是这样的:
@interface NSMutableArray (QueueAdditions)
- (id)popObject;
- (void)pushObject:(id)obj;
@end
@implementation NSMutableArray (QueueAdditions)
- (id)popObject
{
// nil if [self count] == 0
id headObject = [self objectAtIndex:0];
if (headObject != nil) {
[[headObject retain] autorelease]; // so it isn't dealloc'ed on remove
[self removeObjectAtIndex:0];
}
return headObject;
}
- (void)pushObject:(id)obj
{
[self addObject: obj];
}
@end
接着,在PlayerView的实施,我有以下:
#import "PlayerView.h"
#import <QuartzCore/QuartzCore.h>
@implementation PlayerView
@synthesize actionQueue;
@synthesize actionDuration;
@synthesize animatingPlayer;
@synthesize stoppingAnimation;
// ... Removed code not needed for this example (init to set up the view's image, sound effects, actionDuration, etc)
// Name the notification to send when animations stop
+ (NSString*) AnimationsDidStopNotification
{
return @"PlayerViewAnimationsDidStop";
}
// Getter for the representedPlayer property
- (Player*) representedPlayer
{
return representedPlayer;
}
// Setter for the representedPlayer property
- (void)setRepresentedPlayer:(Player *)repPlayer
{
if (representedPlayer != nil)
{
[[NSNotificationCenter defaultCenter] removeObserver:self];
[representedPlayer release];
}
if (repPlayer == nil)
{
representedPlayer = nil;
// ... Removed other code not needed in this example
}
else
{
representedPlayer = [repPlayer retain];
if (self.actionQueue == nil)
{
actionQueue = [[NSMutableArray alloc] init];
}
[actionQueue removeAllObjects];
animatingPlayer = NO;
stoppingAnimation = NO;
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(moveEventHandler:)
name:[Player DidMoveNotification]
object:repPlayer ];
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(rotateEventHandler:)
name:[Player DidRotateNotification]
object:repPlayer ];
// ... Removed other addObserver actions and code not needed in this example
}
}
// ... Removed code not needed for this example
- (void) placePlayer
{
// Example not helped by specific code... just places the player where the model says it should go without animation
}
// Handle the event noting that the player moved
- (void) moveEventHandler: (NSNotification *) notification
{
// Did not provide the getRectForPlayer:onMazeView code--not needed for the example. But this
// determines where the player should be in the model when this notification is captured
CGRect nextFrame = [PlayerView getRectForPlayer:self.representedPlayer onMazeView:self.mazeView];
// If we are in the middle of an animation, put information for the next animation in a dictionary
// and add that dictionary to the action queue.
// If we're not in the middle of an animation, just do the animation
if (animatingPlayer)
{
NSDictionary* actionInfo = [NSDictionary dictionaryWithObjectsAndKeys:
[NSValue valueWithCGRect:nextFrame], @"nextFrame",
@"move", @"actionType",
@"player", @"actionTarget",
nil];
[actionQueue pushObject:actionInfo];
}
else
{
animatingPlayer = YES; // note that we are now doing an animation
[self doMoveAnimation:nextFrame];
}
}
// Handle the event noting that the player rotated
- (void) rotateEventHandler: (NSNotification *) notification
{
// User info in the notification notes the direction of the rotation in a RotateDirection enum
NSDictionary* userInfo = [notification userInfo];
NSNumber* rotateNumber = [userInfo valueForKey:@"rotateDirection"];
// Did not provide the getRectForPlayer:onMazeView code--not needed for the example. But this
// determines where the player should be in the model when this notification is captured
CGRect nextFrame = [PlayerView getRectForPlayer:self.representedPlayer onMazeView:self.mazeView];
if (animatingPlayer)
{
NSDictionary* actionInfo = [NSDictionary dictionaryWithObjectsAndKeys:
[NSValue valueWithCGRect:nextFrame], @"nextFrame",
@"rotate", @"actionType",
rotateNumber, @"rotateDirectionNumber",
@"player", @"actionTarget",
nil];
[actionQueue pushObject:actionInfo];
}
else
{
enum RotateDirection direction = (enum RotateDirection) [rotateNumber intValue];
animatingPlayer = YES;
[self doRotateAnimation:nextFrame inDirection:direction];
}
}
// ... Removed other action event handlers not needed for this example
// Perform the actual animation for the move action
- (void) doMoveAnimation:(CGRect) nextFrame
{
[UIView beginAnimations:@"Move" context:NULL];
[UIView setAnimationDuration:actionDuration];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)];
self.frame = nextFrame;
[UIView commitAnimations];
}
// Perform the actual animation for the rotate action
- (void) doRotateAnimation:(CGRect)nextFrame inDirection:(enum RotateDirection)rotateDirection
{
int iRot = +1;
if (rotateDirection == CounterClockwise)
{
iRot = -1;
}
[UIView beginAnimations:@"Rotate" context:NULL];
[UIView setAnimationDuration:(3*actionDuration)];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)];
CGAffineTransform oldTransform = self.transform;
CGAffineTransform transform = CGAffineTransformRotate(oldTransform,(iRot*M_PI/2.0));
self.transform = transform;
self.frame = nextFrame;
[UIView commitAnimations];
}
- (void) animationDidStop:(NSString*)animationID
finished:(BOOL)finished
context:(void *)context
{
// If we're stopping animations, clear the queue, put the player where it needs to go
// and reset stoppingAnimations to NO and note that the player is not animating
if (self.stoppingAnimation)
{
[actionQueue removeAllObjects];
[self placePlayer];
self.stoppingAnimation = NO;
self.animatingPlayer = NO;
}
else if ([actionQueue count] > 0) // there is an action in the queue, execute it
{
NSDictionary* actionInfo = (NSDictionary*)[actionQueue popObject];
NSString* actionTarget = (NSString*)[actionInfo valueForKey:@"actionTarget"];
NSString* actionType = (NSString*)[actionInfo valueForKey:@"actionType"];
// For actions to the player...
if ([actionTarget isEqualToString:@"player"])
{
NSValue* rectValue = (NSValue*)[actionInfo valueForKey:@"nextFrame"];
CGRect nextFrame = [rectValue CGRectValue];
if ([actionType isEqualToString:@"move"])
{
[self doMoveAnimation:nextFrame];
}
else if ([actionType isEqualToString:@"rotate"])
{
NSNumber* rotateNumber = (NSNumber*)[actionInfo valueForKey:@"rotateDirectionNumber"];
enum RotateDirection direction = (enum RotateDirection) [rotateNumber intValue];
[self doRotateAnimation:nextFrame inDirection:direction];
}
// ... Removed code not needed for this example
}
else if ([actionTarget isEqualToString:@"cell"])
{
// ... Removed code not needed for this example
}
}
else // no more actions in the queue, mark the animation as done
{
animatingPlayer = NO;
[[NSNotificationCenter defaultCenter]
postNotificationName:[PlayerView AnimationsDidStopNotification]
object:self
userInfo:[NSDictionary dictionaryWithObjectsAndKeys: nil]];
}
}
// Make animations stop after current animation by setting stopAnimation = YES
- (void) stopAnimation
{
if (self.animatingPlayer)
{
self.stoppingAnimation = YES;
}
}
- (void)dealloc {
if (representedPlayer != nil)
{
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
[representedPlayer release];
[actionQueue release];
// …Removed other code not needed for example
[super dealloc];
}
@end
说明:
在视图预订适当从模型对象(运动员)的通知。当它抓住通知时,它会检查,看它是否已经在做的动画(使用animatingPlayer属性)。如果是这样,它从通知(注意玩家应该如何进行动画)开出的信息,把这些信息转换成字典,并添加字典到动画队列。如果没有动画目前正,则该方法将设置animatingPlayer为true,并调用适当的DO [无论]动画例程。
每个做[无论]动画例程执行适当的动画,设置setAnimationDidStopSelector到animationDidStop:完成:上下文:.当每个动画结束时,animationDidStop:完成:context:方法(检查是否所有的动画,应立即停止后)将通过按顺序拨打拉动未来字典从队列中,并解释其数据执行队列中的下一个动画适当的做[无论]动画方法。如果在队列中没有动画,是程序设置animatingPlayer为NO和岗位的通知,以便其他对象可以知道当玩家已经停止恰当其当前的动画运行。
这就是它。有可能是一个更简单的方法(?),但这个工作很适合我。看看我的马青的应用程序在App Store如果你有兴趣在看到实际效果。
感谢。
其他提示
我想你可能想在这里做的是建立需要连续发生,设置动画代表,这样您将收到animationDidStop动画队列:完成:消息。这样,当一个动画完成可以掀起队列中的下一个。
您应该考虑如下所示以阵列沿着动画路径提供多个点。
下面的示例指定多个点沿y轴,但你也可以指定你希望你的动画遵循贝塞尔路径。
基本的动画和关键帧动画之间的主要区别是,关键帧允许你沿着路径指定多个点。
CAKeyframeAnimation *downMoveAnimation;
downMoveAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.y"];
downMoveAnimation.duration = 12;
downMoveAnimation.repeatCount = 1;
downMoveAnimation.values = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:20],
[NSNumber numberWithFloat:220],
[NSNumber numberWithFloat:290], nil];
downMoveAnimation.keyTimes = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:0],
[NSNumber numberWithFloat:0.5],
[NSNumber numberWithFloat:1.0], nil];
downMoveAnimation.timingFunctions = [NSArray arrayWithObjects:
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn],
// from keyframe 1 to keyframe 2
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut], nil];
// from keyframe 2 to keyframe 3
downMoveAnimation.removedOnCompletion = NO;
downMoveAnimation.fillMode = kCAFillModeForwards;