Swift - 按下按钮时,如果动画已经在播放,则将其重置为开始
Swift - When button pressed, reset the animation to beginning if it is already playing
我在以编程方式创建的按钮上有一个径向动画,按下按钮时会出现该动画。
如果在动画已经 运行 时按下按钮,我希望动画在开头重置并自动再次播放。
在 "animationDidStop" 函数中,我有在动画完成时应用的代码。我遇到的问题是按下按钮时动画已经 运行。我无法删除动画 运行 并开始一个新动画,因为它调用 "animationDidStop"。我还不想调用它。
我的想法是调整附加到径向形状的动画值,但这没有按计划进行。我知道可以访问动画值,但我会更改哪个,因为 "fromValue" 没有显示。我什至也不知道这是否真的有效或更好的方法。我现在被困了一段时间。
var shapeLayerArray: [CustomShapeLayer] = []
func AutoUpRadial(button: CustomBtn, height: Int, value: Int){
let trackLayer = CustomShapeLayer()
let radius = height / 3
let circularPath = UIBezierPath(arcCenter: button.center, radius: CGFloat(radius), startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor.black.cgColor
trackLayer.opacity = 0.3
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineWidth = 5
trackLayer.strokeEnd = 0
mainScrollView.layer.addSublayer(trackLayer)
autoUpFillRadial(value: value, tmpBtn: button, shape: trackLayer)
shapeLayerArray.append(trackLayer)
}
@objc private func autoUpFillRadial(value: Int, tmpBtn: CustomBtn, shape: CustomShapeLayer){
let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")
basicAnimation.fromValue = 0
basicAnimation.toValue = 1
basicAnimation.duration = CFTimeInterval(value)
basicAnimation.fillMode = .forwards
basicAnimation.isRemovedOnCompletion = true
basicAnimation.setValue(tmpBtn.UUIDtag, forKey: "animationID")
basicAnimation.delegate = self
shape.add(basicAnimation, forKey: "basic")
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
if let tag = anim.value(forKey: "animationID") as? UUID {
if let tmpButton: CustomBtn = tmpButtonPicked(uuid: tag) {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
}
}
下面是按钮脚本
@IBAction func clipButton(sender: CustomBtn){
currentSelectedMarkerUUID = sender.UUIDtag
if let marker = markUpPlist.arrayObjects.filter({[=12=].UUIDpic == currentSelectedMarkerUUID}).first {
if recording {
if sender.isSelected {
if !shapeLayerArray.isEmpty {
for shape in shapeLayerArray {
if shape.uuidTag == marker.UUIDpic {
print(shape.animation(forKey: "basic"))
// The line aboves shows the animation data
sender.isSelected = true
} else {
sender.isSelected = false
endClip(sender: sender)
}
}
} else if shapeLayerArray.isEmpty {
sender.isSelected = false
endClip(sender: sender)
}
} else if !sender.isSelected {
sender.isSelected = true
startClip(sender: sender)
if marker.timeAutoUp > 0 {
if !shapeLayerArray.isEmpty {
for shape in shapeLayerArray {
if shape.uuidTag == marker.UUIDpic {
//DO SOMETHING
} else {
self.AutoUpRadial(button: sender, height: marker.height, value: marker.timeAutoUp)
}
}
} else if shapeLayerArray.isEmpty {
self.AutoUpRadial(button: sender, height: marker.height, value: marker.timeAutoUp)
}
}
} else {
sender.isSelected = false
}
}
}
}
class CustomShapeLayer: CAShapeLayer {
var uuidTag: UUID?
}
所以回顾一下,如果按下按钮时动画已经在播放但不调用 animationDidStop 函数,我希望能够重置动画。
我试图删除尽可能多的与代码无关的东西,以尽可能多地压缩它。希望这是有道理的。感谢您的任何建议
经过几个小时的坚持,我想到了这个。我在自定义 CAshapelayer 中添加了一个重置布尔值。当按下按钮并且动画已经是 运行.
时,会调用重置布尔值
class CustomShapeLayer: CAShapeLayer {
var uuidTag: UUID?
vart reset = false
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
if let tag = anim.value(forKey: "animationID") as? UUID {
if let tmpButton: CustomBtn = tmpButtonPicked(uuid: tag) {
if !shapeLayerArray.isEmpty {
for shape in shapeLayerArray {
if shape.uuidTag == tag{
if shape.reset {
shape.reset = false
} else {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
} else {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
}
} else if shapeLayerArray.isEmpty {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
}
}
}
我在以编程方式创建的按钮上有一个径向动画,按下按钮时会出现该动画。
如果在动画已经 运行 时按下按钮,我希望动画在开头重置并自动再次播放。
在 "animationDidStop" 函数中,我有在动画完成时应用的代码。我遇到的问题是按下按钮时动画已经 运行。我无法删除动画 运行 并开始一个新动画,因为它调用 "animationDidStop"。我还不想调用它。
我的想法是调整附加到径向形状的动画值,但这没有按计划进行。我知道可以访问动画值,但我会更改哪个,因为 "fromValue" 没有显示。我什至也不知道这是否真的有效或更好的方法。我现在被困了一段时间。
var shapeLayerArray: [CustomShapeLayer] = []
func AutoUpRadial(button: CustomBtn, height: Int, value: Int){
let trackLayer = CustomShapeLayer()
let radius = height / 3
let circularPath = UIBezierPath(arcCenter: button.center, radius: CGFloat(radius), startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor.black.cgColor
trackLayer.opacity = 0.3
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineWidth = 5
trackLayer.strokeEnd = 0
mainScrollView.layer.addSublayer(trackLayer)
autoUpFillRadial(value: value, tmpBtn: button, shape: trackLayer)
shapeLayerArray.append(trackLayer)
}
@objc private func autoUpFillRadial(value: Int, tmpBtn: CustomBtn, shape: CustomShapeLayer){
let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")
basicAnimation.fromValue = 0
basicAnimation.toValue = 1
basicAnimation.duration = CFTimeInterval(value)
basicAnimation.fillMode = .forwards
basicAnimation.isRemovedOnCompletion = true
basicAnimation.setValue(tmpBtn.UUIDtag, forKey: "animationID")
basicAnimation.delegate = self
shape.add(basicAnimation, forKey: "basic")
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
if let tag = anim.value(forKey: "animationID") as? UUID {
if let tmpButton: CustomBtn = tmpButtonPicked(uuid: tag) {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
}
}
下面是按钮脚本
@IBAction func clipButton(sender: CustomBtn){
currentSelectedMarkerUUID = sender.UUIDtag
if let marker = markUpPlist.arrayObjects.filter({[=12=].UUIDpic == currentSelectedMarkerUUID}).first {
if recording {
if sender.isSelected {
if !shapeLayerArray.isEmpty {
for shape in shapeLayerArray {
if shape.uuidTag == marker.UUIDpic {
print(shape.animation(forKey: "basic"))
// The line aboves shows the animation data
sender.isSelected = true
} else {
sender.isSelected = false
endClip(sender: sender)
}
}
} else if shapeLayerArray.isEmpty {
sender.isSelected = false
endClip(sender: sender)
}
} else if !sender.isSelected {
sender.isSelected = true
startClip(sender: sender)
if marker.timeAutoUp > 0 {
if !shapeLayerArray.isEmpty {
for shape in shapeLayerArray {
if shape.uuidTag == marker.UUIDpic {
//DO SOMETHING
} else {
self.AutoUpRadial(button: sender, height: marker.height, value: marker.timeAutoUp)
}
}
} else if shapeLayerArray.isEmpty {
self.AutoUpRadial(button: sender, height: marker.height, value: marker.timeAutoUp)
}
}
} else {
sender.isSelected = false
}
}
}
}
class CustomShapeLayer: CAShapeLayer {
var uuidTag: UUID?
}
所以回顾一下,如果按下按钮时动画已经在播放但不调用 animationDidStop 函数,我希望能够重置动画。
我试图删除尽可能多的与代码无关的东西,以尽可能多地压缩它。希望这是有道理的。感谢您的任何建议
经过几个小时的坚持,我想到了这个。我在自定义 CAshapelayer 中添加了一个重置布尔值。当按下按钮并且动画已经是 运行.
时,会调用重置布尔值class CustomShapeLayer: CAShapeLayer {
var uuidTag: UUID?
vart reset = false
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
if let tag = anim.value(forKey: "animationID") as? UUID {
if let tmpButton: CustomBtn = tmpButtonPicked(uuid: tag) {
if !shapeLayerArray.isEmpty {
for shape in shapeLayerArray {
if shape.uuidTag == tag{
if shape.reset {
shape.reset = false
} else {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
} else {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
}
} else if shapeLayerArray.isEmpty {
tmpButton.isSelected = false
actionInput(sender: tmpButton, act: "up")
}
}
}
}