代码地址以下:
http://www.demodashi.com/demo/11601.htmlhtml
写在最前面,最近在看学习的时候,偶然间发现一个没有用过的Layer
,因而抽空研究了下,原本应该能提早记录下来,可是苦逼的码农须要租房子,因此耽搁了几天,可是坚持就是胜利,下面就来看看这个强大的CAReplicatorLayer
,经过这个,能够作不少炫酷的动画,能省不少步骤。数组
CAReplicatorLayer
主要是为了高效生成许多类似的图层,能够复制本身子层的layer,而且复制出来的layer和原生子层有一样的属性,位置,形变,动画。学习
查看API咱们能够看到有一下参数动画
//拷贝的个数,包括自身 默认为1 @property NSInteger instanceCount; //是否开启景深 @property BOOL preservesDepth; //拷贝的layer执行动画的间隔时间 @property CFTimeInterval instanceDelay; //拷贝的layer执行的3D变换 在前一个的基础上 @property CATransform3D instanceTransform; //拷贝的layer的颜色变换 @property(nullable) CGColorRef instanceColor; //颜色偏移参数 @property float instanceRedOffset; @property float instanceGreenOffset; @property float instanceBlueOffset; //透明度偏移参数 @property float instanceAlphaOffset;
在进行实例以前,若是你们对UIBezierPath
和CAAnimation
不太了解的,能够先看看我前面写的关于这两个的文章iOS 之UIBezierPath和iOS 核心动画 Core Animation浅谈code
下面咱们先看一组效果图,这是我简单写的几个例子orm
就上面的效果,咱们先拿其中一个进行举例说明htm
就拿这个有20个橙色圆圈的动画来讲,以前我也有写个,可是那个时候并不了解CAReplicatorLayer
,就用的比较麻烦的办法,下面先看看以前的代码对象
- (void)setupAnimationInLayer:(CALayer *)layer withSize:(CGFloat)size tintColor:(UIColor *)tintColor { NSTimeInterval beginTime = CACurrentMediaTime(); //小圆圈的大小 CGFloat circleSize = size/4.0; CGFloat startY = (layer.bounds.size.height - size)/2.0; CGFloat startX = (layer.bounds.size.width - size)/2.0; CGSize layerSize = layer.bounds.size; CGFloat offeset = (size/2 - circleSize/2) * sinf(M_PI_4); NSArray *rectArray = @[[NSValue valueWithCGRect:CGRectMake(layerSize.width/2 - circleSize/2, startY, circleSize, circleSize)], [NSValue valueWithCGRect:CGRectMake(layerSize.width/2 - circleSize/2 + offeset, layerSize.height/2-offeset - circleSize/2, circleSize, circleSize)], [NSValue valueWithCGRect:CGRectMake(layerSize.width/2 - circleSize + size/2, layerSize.height/2 - circleSize/2, circleSize, circleSize)], [NSValue valueWithCGRect:CGRectMake(layerSize.width/2 - circleSize/2 + offeset, layerSize.height/2 + offeset - circleSize/2, circleSize, circleSize)], [NSValue valueWithCGRect:CGRectMake(layerSize.width/2 - circleSize/2, startY + size-circleSize, circleSize, circleSize)], [NSValue valueWithCGRect:CGRectMake(layerSize.width/2 - circleSize/2 - offeset, layerSize.height/2 + offeset - circleSize/2, circleSize, circleSize)], [NSValue valueWithCGRect:CGRectMake(startX, layerSize.height/2 - circleSize/2, circleSize, circleSize)], [NSValue valueWithCGRect:CGRectMake(layerSize.width/2 - circleSize/2 - offeset, layerSize.height/2-offeset - circleSize/2, circleSize, circleSize)]]; NSArray *begintimes = @[@(0),@(0.12),@(0.24),@(0.36),@(0.48),@(0.6),@(0.72),@(0.84)]; for (int i = 0;i < rectArray.count;i++) { NSValue *data = rectArray[i]; CGRect rect = data.CGRectValue; CALayer *sublayer = [CALayer layer]; sublayer.frame = rect; sublayer.backgroundColor = [UIColor whiteColor].CGColor; sublayer.cornerRadius = circleSize/2; CAKeyframeAnimation *transformAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; transformAnimation.values = @[[NSValue valueWithCATransform3D:CATransform3DMakeScale(0.5, 0.5, 0)],[NSValue valueWithCATransform3D:CATransform3DMakeScale(1.0, 1.0, 0)],[NSValue valueWithCATransform3D:CATransform3DMakeScale(0.5, 0.5, 0)]]; CAKeyframeAnimation *opacityAnimation = [CAKeyframeAnimation animationWithKeyPath:@"opacity"]; opacityAnimation.values = @[@(0.5),@(1.0),@(0.5)]; //keyTimes这个可选参数能够为对应的关键帧指定对应的时间点,其取值范围为0到1.0,keyTimes中的每个时间值都对应values中的每一帧.当keyTimes没有设置的时候,各个关键帧的时间是平分的 // opacityAnimation.keyTimes CAAnimationGroup *groupAnimation = [CAAnimationGroup animation]; groupAnimation.duration = 1; groupAnimation.removedOnCompletion = NO; groupAnimation.repeatCount = HUGE_VALF; groupAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; groupAnimation.animations = @[transformAnimation,opacityAnimation]; groupAnimation.beginTime = beginTime + [begintimes[i]doubleValue]; // groupAnimation.timeOffset = [timeOffeset[i] doubleValue]; [layer addSublayer:sublayer]; [sublayer addAnimation:groupAnimation forKey:nil]; } }
在上面的代码中,我用了一个数组rectArray
来装后面圆圈的位置,而后在用了一个for
循环,来依次添加圆圈的layer
,而且你们注意,在代码中我还有一个数组begintimes
,这个在后面的CAAnimationGroup
中用到了,用来间隔圆圈执行动画。虽然总体看上去代码并很少,可是其中比较麻烦的就是在计算坐标信息上。blog
在接触到CAReplicatorLayer
后,就不用这么麻烦了,20个圆圈,咱们能够经过复制instanceCount
这个来进行实现,执行的时间间隔咱们能够经过instanceDelay
来实现,固然还有一个最重要的就是其位置。查看属性,咱们会发现,CAReplicatorLayer
有一个属性instanceTransform
,就是进行3D
变换,要造成一个圆形的环状,咱们能够对其进行Z
轴旋转,从而达到咱们想要的效果。那么每个所旋转的角度是多少呢?计算一下,就是20个圆圈平分2*M_PI
,因此3D
变换的代码应该是这样的ci
CATransform3D transform = CATransform3DIdentity; transform = CATransform3DRotate(transform, M_PI / 10.0, 0, 0, 1);
废话很少说,咱们来看看新的解决方案的代码
//一串圈圈,依次变大变小 透明度也变化 - (void)ballSpinFadeAnimationLayer:(CALayer *)layer withSize:(CGSize)size tintColor:(UIColor *)tintColor { CAReplicatorLayer *replicatorLayer = [CAReplicatorLayer layer]; replicatorLayer.frame = CGRectMake(0, 0, layer.frame.size.width-40, layer.frame.size.height-40); replicatorLayer.backgroundColor = [UIColor whiteColor].CGColor; [layer addSublayer:replicatorLayer]; CALayer *ballLayer = [CALayer layer]; ballLayer.frame = CGRectMake((CGRectGetWidth(replicatorLayer.frame) - 10)/2.0, 0, 10, 10); ballLayer.backgroundColor = tintColor.CGColor; ballLayer.cornerRadius = 5.0; CAKeyframeAnimation *transformAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; transformAnimation.values = @[[NSValue valueWithCATransform3D:CATransform3DMakeScale(0.5, 0.5, 0)],[NSValue valueWithCATransform3D:CATransform3DMakeScale(1.0, 1.0, 0)],[NSValue valueWithCATransform3D:CATransform3DMakeScale(0.5, 0.5, 0)]]; CAKeyframeAnimation *opacityAnimation = [CAKeyframeAnimation animationWithKeyPath:@"opacity"]; opacityAnimation.values = @[@(0.5),@(1.0),@(0.5)]; //opacityAnimation.keyTimes //keyTimes这个可选参数能够为对应的关键帧指定对应的时间点,其取值范围为0到1.0,keyTimes中的每个时间值都对应values中的每一帧.当keyTimes没有设置的时候,各个关键帧的时间是平分的 CAAnimationGroup *groupAnimation = [CAAnimationGroup animation]; groupAnimation.duration = 1; groupAnimation.removedOnCompletion = NO; groupAnimation.repeatCount = HUGE_VALF; //匀速 groupAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; groupAnimation.animations = @[transformAnimation,opacityAnimation]; [ballLayer addAnimation:groupAnimation forKey:@""]; //绕Z轴旋转M_PI / 10.0 下面复制20个 恰好是一圈 2*M_PI CATransform3D transform = CATransform3DIdentity; transform = CATransform3DRotate(transform, M_PI / 10.0, 0, 0, 1); [replicatorLayer addSublayer:ballLayer]; replicatorLayer.instanceCount = 20; replicatorLayer.instanceTransform = transform; replicatorLayer.instanceDelay = 0.05; }
对比之下,明显发现简单不少,并且思路也很清晰。
下面咱们再对第一个心形动画进行分析一下:
这个心形动画截图没有截彻底,其效果我简单描述下,从中心最凹处每隔一个时间段吐出一个圆圈,而后每个都按照心形的轨迹进行运动。咱们就不可能经过instanceTransform
来建立轨迹,由于这个是在初始化的时候就已经建立好其位置了。因此咱们只能在其复制的layer
上想办法。能够这样来思考,就是复制的layer
每隔一个时间段就开始去执行心形动画。那么心形动画咱们怎么去实现呢?因为这是一个不规则的图形,并且是曲线,因此咱们想到了二次贝塞尔曲线
,咱们能够经过两个二次贝塞尔曲线
来进行拼接。
下面咱们来看完整的代码
//爱心类型 - (void)loveAnimationLayer:(CALayer *)layer withSize:(CGSize)size tintColor:(UIColor *)tintColor { CAReplicatorLayer *replicatorLayer = [CAReplicatorLayer layer]; replicatorLayer.frame = CGRectMake(0, 0, layer.frame.size.width, layer.frame.size.height); replicatorLayer.backgroundColor = [UIColor whiteColor].CGColor; [layer addSublayer:replicatorLayer]; CALayer *lineBallLayer = [CALayer layer]; lineBallLayer.backgroundColor = tintColor.CGColor; lineBallLayer.cornerRadius = 5; lineBallLayer.frame = CGRectMake((size.width - 10)/2.0, 20, 10, 10); UIBezierPath *tPath = [UIBezierPath bezierPath]; [tPath moveToPoint:CGPointMake(size.width/2.0, 25)]; //二次贝塞尔曲线 [tPath addQuadCurveToPoint:CGPointMake(size.width/2.0, 100) controlPoint:CGPointMake(size.width/2.0 + 80, -10)]; [tPath addQuadCurveToPoint:CGPointMake(size.width/2.0, 25) controlPoint:CGPointMake(size.width/2.0 - 80, -10)]; [tPath closePath];//封闭路径 CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; animation.path = tPath.CGPath;//根据path路径来进行动画 animation.duration = 8;//动画时间 animation.repeatCount = HUGE;//一直重复动画 [lineBallLayer addAnimation:animation forKey:@""];//key能够不设置 [replicatorLayer addSublayer:lineBallLayer]; // replicatorLayer.instanceColor = [UIColor colorWithRed:1 green:1 blue:1 alpha:1].CGColor; replicatorLayer.instanceGreenOffset = -0.03; // 颜色值递减。 replicatorLayer.instanceRedOffset = -0.02; // 颜色值递减。 replicatorLayer.instanceBlueOffset = -0.01; // 颜色值递减。 replicatorLayer.instanceCount = 40;//复制lineBallLayer 40个 replicatorLayer.instanceDelay = 0.2;//每一个复制对象执行path路径动画的时间间隔 前一个和后一个之间 }
其中我对颜色也进行了递减,这样看到的效果更加明显。
CAReplicatorLayer
确实是个好东西,以前孤陋寡闻了。但愿对各位有用iOS CAReplicatorLayer 简单动画
代码地址以下:
http://www.demodashi.com/demo/11601.html
注:本文著做权归做者,由demo大师代发,拒绝转载,转载须要做者受权