最近项目中的需求,拿出来记录一下,先看效果图:
分析:这个动画其实只有两端弧L1和L2,动画过程就是L1的起点到L2的终点,L1的终点到L2的起点,L2的起点到L1的终点,L2的终点到L1的起点,L1和L2增量是一样的,这样就简单了。
然后写一个继承自CALayer的类,然后写两个参数,使用这两个参数来控制L1和L2的起点和终点,然后我们对着两个参数做动画,然后动画就可以实现了
思路说完了,开始上代码,这是layer里边的全部代码:
@interface N_refreshLayer : CALayer
// 开始绘制点增量 取值范围 0 - 1
@property (nonatomic, assign) CGFloat startPross;
// 结束绘制点增量 取值范围 0 - 1
@property (nonatomic, assign) CGFloat endPross;
// 这个用来控制layer的透明度(项目需求,没有需求可以不要)
@property (nonatomic, assign) CGFloat lineAlpha;
@end
@implementation N_refreshLayer
// 重写系统方法,当key为startPross或者endPross的时候进行重新绘制
+ (BOOL)needsDisplayForKey:(NSString *)key {
if ([key isEqualToString:@"startPross"] || [key isEqualToString:@"endPross"]) {
return YES;
}
return [super needsDisplayForKey:key];
}
// 重写系统方法,绘制圆弧
- (void)drawInContext:(CGContextRef)ctx {
// 这里边 - 1 是减去线宽的一半, - 6 是弧距离边界的距离
CGFloat radius = MIN(CGRectGetWidth(self.bounds), CGRectGetHeight(self.bounds)) / 2 - 1 - 6;
CGPoint center = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
// L1
UIBezierPath *path1 = [UIBezierPath bezierPath];
// 这里说一下,顺时针角度为正,逆时针角度为负,我在-90°处开始绘制,后边M_PI*0.05是两条弧之间的间隔,最后边2*M_PI*参数,是控制增量的(M_PI是180°)
CGFloat startAngle1= -M_PI_2 + M_PI*0.05- 2*M_PI*self.startPross;
CGFloat endAngle1 = -M_PI_2 - M_PI*0.05 - 2*M_PI*self.endPross;
[path1 addArcWithCenter:center radius:radius startAngle:startAngle1 endAngle:endAngle1 clockwise:NO];
// L1
UIBezierPath *path2 = [UIBezierPath bezierPath];
CGFloat startAngle2 = -M_PI_2 - M_PI*0.25 - 2*M_PI*self.endPross;
CGFloat endAngle2 = -M_PI_2 + M_PI*0.25 - 2*M_PI*self.startPross;
[path2 addArcWithCenter:center radius:radius startAngle:startAngle2 endAngle:endAngle2 clockwise:NO];
CGContextAddPath(ctx, path1.CGPath);
CGContextAddPath(ctx, path2.CGPath);
CGContextSetLineWidth(ctx, 2);
CGContextSetLineCap(ctx, kCGLineCapRound);
CGContextSetStrokeColorWithColor(ctx, kRGBAColor(255, 0, 0, 1.0).CGColor);
CGContextStrokePath(ctx);
}
- (void)setLineAlpha:(CGFloat)lineAlpha {
self.opacity = lineAlpha;
}
然后在封装一个view将layer添加到view的layer上,在view里边控制layer的参数,view中的全部代码:
// .h文件
@interface N_RefreshAnimView : UIView
// 提供几个控制动画的方法
// 开始执行动画
- (void)startAnimation;
// 停止动画
- (void)stopAnimation;
// 设置增量(可以根据scrollView的偏移量来设置进度)
- (void)setProgressWith:(CGFloat)progress;
// 设置layer的透明度
- (void)setLineAlphaWith:(CGFloat)lineAlpha;
@end
// .m文件
@interface N_RefreshAnimView ()
@property (nonatomic, strong) N_refreshLayer *animLayer;
@property (nonatomic, strong) CABasicAnimation *anim1;
@property (nonatomic, strong) CABasicAnimation *anim2;
@end
@implementation N_RefreshAnimView
// 初始化方法
- (instancetype)init {
if (self = [super init]) {
[self.layer addSublayer:self.animLayer];
}
return self;
}
- (instancetype)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
[self.layer addSublayer:self.animLayer];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)aDecoder {
if (self = [super initWithCoder:aDecoder]) {
[self.layer addSublayer:self.animLayer];
}
return self;
}
- (void)startAnimation {
CABasicAnimation *anim1 = (CABasicAnimation *)[self.animLayer animationForKey:@"anim1"];
CABasicAnimation *anim2 = (CABasicAnimation *)[self.animLayer animationForKey:@"anim2"];
// 如果layer上不存在动画,则进行添加动画
if (!anim1) [self.animLayer addAnimation:self.anim1 forKey:@"anim1"];
if (!anim2) [self.animLayer addAnimation:self.anim2 forKey:@"anim2"];
// 如果存在动画则不继续执行
if (anim1 && anim2 && self.animLayer.speed == 1) return;
CFTimeInterval pauseTime = self.animLayer.timeOffset;
CFTimeInterval begin = CACurrentMediaTime() - pauseTime;
[self.animLayer setTimeOffset:0];
[self.animLayer setBeginTime:begin];
self.animLayer.speed = 1;
}
- (void)stopAnimation {
// 设置layer的动画速度为0则停止动画
CFTimeInterval pausedTime = [self.animLayer convertTime:CACurrentMediaTime() fromLayer:nil];
self.animLayer.speed = 0.0;
// 记录动画暂停的时间,在恢复动画的时候使用
self.animLayer.timeOffset = pausedTime;
}
- (void)setProgressWith:(CGFloat)progress {
[self.animLayer removeAllAnimations];
self.animLayer.speed = 1.0;
self.animLayer.startPross = progress * 0.15;
self.animLayer.endPross = progress * 0.85;
[self.animLayer setNeedsDisplay];
}
- (void)setLineAlphaWith:(CGFloat)lineAlpha {
self.animLayer.lineAlpha = lineAlpha;
}
// 懒加载layer
- (N_refreshLayer *)animLayer {
if (!_animLayer) {
_animLayer = [[N_refreshLayer alloc] init];
_animLayer.startPross = 0.0;
_animLayer.endPross = 0.0;
[_animLayer setNeedsDisplay];
}
return _animLayer;
}
// 懒加载动画
- (CABasicAnimation *)anim1 {
if (!_anim1) {
_anim1 = [CABasicAnimation animationWithKeyPath:@"startPross"];
_anim1.removedOnCompletion = NO;
_anim1.fillMode = kCAFillModeForwards;
_anim1.repeatCount = MAXFLOAT;
_anim1.duration = 0.8;
// 动画1的增量加上动画2的增量为360°,增量与1之间差值的和为L1加间距的弧度
_anim1.toValue = [NSNumber numberWithFloat:0.15];
_anim1.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
}
return _anim1;
}
- (CABasicAnimation *)anim2 {
if (!_anim2) {
_anim2 = [CABasicAnimation animationWithKeyPath:@"endPross"];
_anim2.removedOnCompletion = NO;
_anim2.fillMode = kCAFillModeForwards;
_anim2.repeatCount = MAXFLOAT;
_anim2.duration = 0.8;
// 动画1的增量加上动画2的增量为360°,增量与1之间差值的和为L1加间距的弧度
_anim2.toValue = [NSNumber numberWithFloat:0.85];
_anim2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
}
return _anim2;
}
- (void)layoutSubviews {
[super layoutSubviews];
self.animLayer.frame = self.bounds;
}
到此为止这个动画就可以使用了,细心的小伙伴会发现,这样画出来的线条会有锯齿,解决办法设置 _animLayer.contentsScale = [[UIScreen mainScreen] scale];
就可以了,为了这个问题,浪费了我一下午时间,最后就TM一行代码
下边是配合MJRefresh使用做下拉刷新,那么自定义MJRefresh,代码如下:
.h文件
#import <MJRefresh/MJRefresh.h>
#import "N_RefreshAnimView.h"
@interface N_RefreshHeader : MJRefreshHeader
@end
.m文件
@interface N_RefreshHeader ()
@property (nonatomic, strong) N_RefreshAnimView *animView;
@end
@implementation N_RefreshHeader
- (void)prepare {
[super prepare];
[self addSubview:self.animView];
}
- (void)placeSubviews {
[super placeSubviews];
// 设置子控件位置
self.animView.frame = CGRectMake(0, 0, 35, 35);
self.animView.center = CGPointMake(self.mj_w/2.0, self.mj_h/2.0);
}
- (void)setState:(MJRefreshState)state {
MJRefreshCheckState;
switch (state) {
case MJRefreshStateIdle:
[self.animView stopAnimation];
break;
case MJRefreshStatePulling:
break;
case MJRefreshStateRefreshing:
[self.animView startAnimation];
break;
default:
break;
}
}
- (void)setPullingPercent:(CGFloat)pullingPercent {
// 控制layer的动画进度和透明度
if (pullingPercent > 0) [self.animView setLineAlphaWith:pullingPercent];
CGFloat progress = pullingPercent - (int)pullingPercent;
[self.animView setProgressWith:progress];
}
- (void)endRefreshing {
[super endRefreshing];
}
- (N_RefreshAnimView *)animView {
if (!_animView) {
_animView = [[N_RefreshAnimView alloc] init];
_animView.backgroundColor = [UIColor whiteColor];
// 这里我的需求需要圆形和阴影效果
_animView.layer.cornerRadius = 17.5;
_animView.layer.shadowColor = [UIColor blackColor].CGColor;
_animView.layer.shadowOpacity = 0.1;
_animView.layer.shadowOffset = CGSizeMake(3, 3);
_animView.layer.shadowRadius = 5.0;
}
return _animView;
}
至此这个动画就完成了!有意见或者建议的小伙伴欢迎下边评论!