CAShapeLayer 出现在视图之前

CAShapeLayer is appearing before Views

我有两个视图,它们之间有可调整大小的线(使用 CAShapeLayer 查看)。我面临的问题是,尽管图层上有动画,但它出现的速度比视图的变化快。我知道层的动画是完全不同的,但不明白我的错在哪里。如果我做错了请告诉我。

这是我层的动画代码(也用过"strokeStart",但没用):

override func layoutSubviews() {
    super.layoutSubviews()
    let centerX = bounds.size.width / 2
    let path = CGMutablePath()
    path.addLines(between: [CGPoint(x: centerX, y: 0), CGPoint(x: centerX, y: frame.height)])
    dashedLayer.path = path
    dashedLayer.frame = bounds

    let animation = CABasicAnimation(keyPath: "strokeEnd")
    animation.fromValue = height
    animation.toValue = bounds.size.height
    height = bounds.size.height
    animation.duration = 0.3
    dashedLayer.add(animation, forKey: nil)
}

视图的动画代码(因为修改视图,我对 layoutIfNeeded 进行了动画处理):

UIView.animate(withDuration: 0.3, animations: {
    self.view.layoutIfNeeded()
    ...

您当前的代码存在一些问题。目前您正在更改没有动画的路径,因此它会立即更新。另外 strokeEnd 取 0 到 1 之间的值,所以现在你的路径总是有一个完整的笔画。

您应该为路径变化而不是描边设置动画。

override func layoutSubviews() {
    super.layoutSubviews()
    let centerX = bounds.size.width / 2
    let path = CGMutablePath()
    path.addLines(between: [CGPoint(x: centerX, y: 0), CGPoint(x: centerX, y: frame.height)])
    dashedLayer.path = path
    dashedLayer.frame = bounds

    let animation = CABasicAnimation(keyPath: "path")
    animation.duration = 0.3
    animation.fromValue = dashedLayer.path
    animation.toValue = path
    dashedLayer.add(animation, forKey: "pathAnimation")
}

我认为解决这个问题的一种简单方法是像这样为约束常量设置动画:

  @IBOutlet weak  var heightConstraint: NSLayoutConstraint!

  UIView.animate(withDuration: 3, animations: {

        self. heightConstaint.constant = 300 // This constant is the height of top big view. 

        self.view.layoutIfNeeded()}

CAShapeLayer 所在的视图还有一个,我称之为line View。它的高度应限制为与 top big view 的高度相同。

line view中可以添加动画。这应该与您的实现类似。

   override func didMoveToSuperview() {
     super.didMoveToSuperview()
     dashedLayer.backgroundColor = UIColor.clear.cgColor
     layer.addSublayer(dashedLayer)
     height = bounds.size.height
   }

  override func layoutSubviews() {
    super.layoutSubviews()
    let centerX = bounds.size.width / 2
    let path = CGMutablePath()
    path.addLines(between: [CGPoint(x: centerX, y: 0), CGPoint(x: centerX, y: frame.height)])
    dashedLayer.path = path
    dashedLayer.lineWidth = 3.0
    dashedLayer.strokeColor = UIColor.blue.cgColor

    let animation = CABasicAnimation(keyPath: "strokeEnd")
    animation.fromValue = height / bounds.size.height
    animation.toValue = 1.0 
    animation.timingFunction = CAMediaTimingFunction.init(name: CAMediaTimingFunctionName.easeInEaseOut)
    height = bounds.size.height
    animation.duration = 3.0
    dashedLayer.add(animation, forKey: nil)
}

这里正在扩大。你可以自己修改代码来收缩。

以下是倒车动画。

override func didMoveToSuperview() {
    super.didMoveToSuperview()
    dashedLayer.backgroundColor = UIColor.clear.cgColor
    layer.addSublayer(dashedLayer)
    height = bounds.size.height
      clipsToBounds = true
}


override func layoutSubviews() {
    super.layoutSubviews()
    let centerX = bounds.size.width / 2
    let path = CGMutablePath()
    path.addLines(between: [CGPoint(x: centerX, y: 0), CGPoint(x: centerX, y: max(height , bounds.size.height) )])
    dashedLayer.path = path
    dashedLayer.lineWidth = 3.0
    dashedLayer.strokeColor = UIColor.blue.cgColor

    let animation = CABasicAnimation(keyPath: "strokeEnd")

    if (height < bounds.size.height){
    animation.fromValue = height / bounds.size.height
        animation.toValue = 1.0}

    else {
        animation.fromValue = 1.0
        animation.toValue = bounds.size.height / height}


    animation.timingFunction = CAMediaTimingFunction.init(name: CAMediaTimingFunctionName.easeInEaseOut)
    height = bounds.size.height
    animation.duration = 3
    dashedLayer.add(animation, forKey: nil)
}