Hi I want to make animation with 3 UIView
. The main problem is I can't start animation once it's stopped by removing animation from layer
.
Here is the code:
class HTAnimatedTypingView: UIView {
@IBOutlet weak var view1: UIView!
@IBOutlet weak var view2: UIView!
@IBOutlet weak var view3: UIView!
func startAnimation(){
UIView.animate(withDuration: 0.5, delay: 0, options: .repeat, animations: {
self.view1.frame.origin.y = 0
}, completion: nil)
UIView.animate(withDuration: 0.3, delay: 0.5, options: .repeat, animations: {
self.view2.frame.origin.y = 0
}, completion: nil)
UIView.animate(withDuration: 0.2, delay: 1.0, options: .repeat, animations: {
self.view3.frame.origin.y = 0
}, completion: nil)
}
func stopAnimations(){
self.view1.layer.removeAllAnimations()
self.view2.layer.removeAllAnimations()
self.view3.layer.removeAllAnimations()
}
}
Output of Above Code:
Expected Animation:
How can make it work with start animation & stop animation functionality? Thanks in advance...
Since you need to add some pause in between each sequence of animations, I would personally do it using key frames as it gives you some flexibility:
class AnimationViewController: UIViewController {
private let stackView: UIStackView = {
$0.distribution = .fill
$0.axis = .horizontal
$0.alignment = .center
$0.spacing = 10
return $0
}(UIStackView())
private let circleA = UIView()
private let circleB = UIView()
private let circleC = UIView()
private lazy var circles = [circleA, circleB, circleC]
func animate() {
let jumpDuration: Double = 0.30
let delayDuration: Double = 1.25
let totalDuration: Double = delayDuration + jumpDuration*2
let jumpRelativeDuration: Double = jumpDuration / totalDuration
let jumpRelativeTime: Double = delayDuration / totalDuration
let fallRelativeTime: Double = (delayDuration + jumpDuration) / totalDuration
for (index, circle) in circles.enumerated() {
let delay = jumpDuration*2 * TimeInterval(index) / TimeInterval(circles.count)
UIView.animateKeyframes(withDuration: totalDuration, delay: delay, options: [.repeat], animations: {
UIView.addKeyframe(withRelativeStartTime: jumpRelativeTime, relativeDuration: jumpRelativeDuration) {
circle.frame.origin.y -= 30
}
UIView.addKeyframe(withRelativeStartTime: fallRelativeTime, relativeDuration: jumpRelativeDuration) {
circle.frame.origin.y += 30
}
})
}
}
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
view.addSubview(stackView)
stackView.translatesAutoresizingMaskIntoConstraints = false
stackView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
stackView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
circles.forEach {
$0.layer.cornerRadius = 20/2
$0.layer.masksToBounds = true
$0.backgroundColor = .systemBlue
stackView.addArrangedSubview($0)
$0.widthAnchor.constraint(equalToConstant: 20).isActive = true
$0.heightAnchor.constraint(equalTo: $0.widthAnchor).isActive = true
}
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
animate()
}
}
It should be pretty straightforward, but feel free to let me know if you have any questions!
And this is how the result looks like:
One way could be to use a Timer
. Keep an instance of Timer
in your class. When startAnimation
is called, schedule it. When stopAnimation
is called, invalidate
it. (This means that the currently ongoing animation will be completed before the animation actually stops, which IMO makes it a nice non-abrupt stop).
On each tick of the timer, animate the dots once . Note that the animation you apply on each dot should have the same duration, as in the expected output, they all bounce at the same rate, just at different instants in time.
Some illustrative code:
// startAnimation
timer = Timer.scheduledTimer(withTimeInterval: timerInterval, repeats: true) { _ in
self.animateDotsOnce()
}
// stopAnimation
timer.invalidate()
// animateDotsOnce
UIView.animate(withDuration: animationDuration, delay: 0, animations: {
self.view1.frame.origin.y = animateHeight
}, completion: {
_ in
UIView.animate(withDuration: animationDuration) {
self.view1.frame.origin.y = 0
}
})
// plus the other two views, with different delays...
I'll leave it to you to find a suitable animateHeight
, timerInterval
, animationDuration
and delays for each view.
I'd recommend using a CAKeyframeAnimation
instead of handling completion blocks and that sorcery. Here's a quick example:
for i in 0 ..< 3 {
let bubble = UIView(frame: CGRect(x: 20 + i * 20, y: 200, width: 10, height: 10))
bubble.backgroundColor = .red
bubble.layer.cornerRadius = 5
self.view.addSubview(bubble)
let animation = CAKeyframeAnimation()
animation.keyPath = "position.y"
animation.values = [0, 10, 0]
animation.keyTimes = [0, 0.5, 1]
animation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
animation.duration = 1
animation.isAdditive = true
animation.repeatCount = HUGE
animation.timeOffset = CACurrentMediaTime() + 0.2 * Double(i)
bubble.layer.add(animation, forKey: "anim")
}
When you wanna remove the animation you just use bubble.layer.removeAnimation(forKey: "anim")
. You might have to play around with the timing function or values
and keyTimes
to get the exact movement you want. But keyframes is the way to go to make a specific animation.
Side note: this example won't work in viewDidLoad
cause the view doesn't have a superview yet so the animation won't work. If you test it in viewDidAppear
it will work.
UIView animation is different to CALayer animation,best not to mix them. Write locally and tested.
import UIKit
import SnapKit
class HTAnimatedTypingView: UIView {
private let view0 = UIView()
private let view1 = UIView()
private let view2 = UIView()
init() {
super.init(frame: CGRect.zero)
makeUI()
}
override init(frame: CGRect) {
super.init(frame: frame)
makeUI()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
makeUI()
}
private func makeUI() {
backgroundColor = UIColor.white
view0.backgroundColor = UIColor.red
view1.backgroundColor = UIColor.blue
view2.backgroundColor = UIColor.yellow
addSubview(view0)
addSubview(view1)
addSubview(view2)
view0.snp.makeConstraints { (make) in
make.centerY.equalTo(self.snp.centerY)
make.width.equalTo(10)
make.height.equalTo(10)
make.left.equalTo(self.snp.left)
}
view1.snp.makeConstraints { (make) in
make.centerY.equalTo(self.snp.centerY)
make.width.equalTo(10)
make.height.equalTo(10)
make.centerX.equalTo(self.snp.centerX)
}
view2.snp.makeConstraints { (make) in
make.centerY.equalTo(self.snp.centerY)
make.width.equalTo(10)
make.height.equalTo(10)
make.right.equalTo(self.snp.right)
}
}
public func startAnimation() {
let duration:CFTimeInterval = 0.5
let animation_delay:CFTimeInterval = 0.1
assert(duration >= animation_delay * 5, "animation_delay should be way smaller than duration in order to make animation natural")
let translateAnimation = CABasicAnimation(keyPath: "position.y")
translateAnimation.duration = duration
translateAnimation.repeatCount = Float.infinity
translateAnimation.toValue = 0
translateAnimation.fillMode = CAMediaTimingFillMode.both
translateAnimation.isRemovedOnCompletion = false
translateAnimation.autoreverses = true
view0.layer.add(translateAnimation, forKey: "translation")
DispatchQueue.main.asyncAfter(deadline: .now() + animation_delay) { [unowned self ] in
self.view1.layer.add(translateAnimation, forKey: "translation")
}
DispatchQueue.main.asyncAfter(deadline: .now() + animation_delay * 2) { [unowned self ] in
self.view2.layer.add(translateAnimation, forKey: "translation")
}
}
public func stopAnimation() {
self.view0.layer.removeAllAnimations()
self.view1.layer.removeAllAnimations()
self.view2.layer.removeAllAnimations()
}
}
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