【iOS】- Swift 旋转+轨迹动画制作加载页面

具体动画
1242701-bc21f72752a5d367.gif

如上图,动画可以拆分为三部分

  • 1 . 中间扇叶的旋转动画!
  • 2 . 两边的画线轨迹!
  • 3 . 动态变化的进度显示!

中间扇叶动画

我这边使用的4张图片,已附上:


>
02.png
03.png
juhua.png

很明显了是吧,只需要把图片加上去,然后旋转起来就可以了。
那么怎么让它变成旋转的呢?其实很简单,Apple 就已经提供给我们很好的API 以供使用!

图片旋转

声明部分

    /// 菊花视图
    lazy var hudImageView: UIImageView = {
        let imageView = UIImageView()
        imageView.image = UIImage(named: "bgImage")
        return imageView
    }()
    
    ///叶子视图1
    lazy var imageView1: UIImageView = {
        let imageView = UIImageView()
        imageView.image = UIImage(named: "image01")
        return imageView
    }()
    
    ///叶子视图2
    lazy var imageView2: UIImageView = {
        let imageView = UIImageView()
        imageView.image = UIImage(named: "image02")
        return imageView
    }()
    
    ///叶子视图3
    lazy var imageView3: UIImageView = {
        let imageView = UIImageView()
        imageView.image = UIImage(named: "image03")
        return imageView
    }()
    /// 初始旋转角度
    var angleHud = CGFloat(1);
    var angle1 = CGFloat(1);
    var angle2 = CGFloat(1);
    var angle3 = CGFloat(1);

    /// 是否停止动画
    var isStop = false

旋转图片实现方法

    /// 开始图片动画
    private func startImageView(){
        
        //选择动画:
        
        let endAnglehud = CGAffineTransform(rotationAngle: angleHud * .pi / 180)
        let endAngle1 = CGAffineTransform(rotationAngle: angle1 * .pi / 180)
        let endAngle2 = CGAffineTransform(rotationAngle: angle2 * .pi / 180)
        let endAngle3 = CGAffineTransform(rotationAngle: angle3 * .pi / 180)
        
        
        UIView.animate(withDuration: 0.01) {
            
            self.hudImageView.transform = endAnglehud
            self.imageView1.transform = endAngle1
            self.imageView2.transform = endAngle2
            self.imageView3.transform = endAngle3
            
        } completion: { finished in
            self.angleHud -= 4;
            self.angle1 += 4;
            self.angle2 -= 4;
            self.angle3 += 4;
//
            if !self.isStop {
                self.startImageView()
            }
        }
    }

图片旋转实现并不难,直接使用就可以了,如上
然后需要旋转多少,速度都可以更改以上的参数进行自己喜好调整

UI加载部分

    /// 菊花内容 - 宽高
    let hudSize = CGSize(width: 120, height: 120)

    /// 进度Lable
    lazy var progressLable: UILabel = {
        let lable = UILabel()
        lable.textColor = mainColor
        lable.font = UIFont.systemFont(ofSize: 12)
        lable.textAlignment = .center
        lable.text = "0%"
        return lable
    }()
    /// 主颜色
    let mainColor = UIColor(red: 239/255, green: 223/255, blue: 183/255, alpha: 1)
   
 // MARK: - UI实现
    func loadUI() -> Void {
        
        self.addSubview(bgImageView)
        
        bgImageView.addSubview(imageView1)
        
        bgImageView.addSubview(imageView2)
        
        bgImageView.addSubview(imageView3)
        
        bgImageView.addSubview(hudImageView)
        
        bgImageView.addSubview(progressLable)
        
    }
    
    
    override func layoutSubviews() {
        super.layoutSubviews()
        
        bgImageView.frame = self.bounds
        
        imageView1.center = bgImageView.center
        imageView1.frame.size = hudSize
        
        imageView2.center = bgImageView.center
        imageView2.frame.size = hudSize
        
        imageView3.center = bgImageView.center
        imageView3.frame.size = hudSize
        
        hudImageView.center = bgImageView.center
        hudImageView.frame.size = hudSize
        
        progressLable.center = bgImageView.center
        progressLable.frame.size = CGSize(width: 50, height: 50)
        progressLable.layer.cornerRadius = progressLable.frame.height/2
        progressLable.layer.masksToBounds = true
        progressLable.layer.borderColor = progressLable.textColor.cgColor
        progressLable.layer.borderWidth = 0.8
        
    }
    

以上实现就不需要过多叙述了,进度的使用的是一个Lable.

那么说下,最后一个,前言说到的画线轨迹动画!

很明显,动画轨迹来看,一个直线和一个半圆,
既然如此,那么就可以按照这个想法来进行实现!我们都知道,iOS中有个很强大的类,UIBezierPath 轨迹画线!
可供参考的 :
UIBezierPath苹果官方API文献
李国安的文章

下面就是代码实现部分,先贴代码:
    /// 重写系统 绘制方法
    override func draw(_ rect: CGRect) {
        
        ///上半部轨迹
        let path = UIBezierPath()
        //起点
        path.move(to: CGPoint(x: self.frame.width, y: self.center.y))
        //直线终点
        path.addLine(to: CGPoint(x: self.center.x+hudSize.width/2, y: self.center.y))
        path.addArc(withCenter: self.center, radius: 60, startAngle: .pi*2, endAngle: .pi*1, clockwise: false)
        
        let caShapelayer = CAShapeLayer()
        caShapelayer.path = path.cgPath
        //线条宽度
        caShapelayer.lineWidth = 1.5
        //线条颜色
        caShapelayer.strokeColor = mainColor.cgColor
        //填充颜色
        caShapelayer.fillColor = UIColor.clear.cgColor
        caShapelayer.frame = self.bounds
        self.layer.addSublayer(caShapelayer)
        

        ///下半部轨迹
        let path2 = UIBezierPath()
        //起点
        path2.move(to: CGPoint(x: 0, y: self.center.y))
        //直线终点
        path2.addLine(to: CGPoint(x: self.center.x-hudSize.width/2, y: self.center.y))
        path2.addArc(withCenter: self.center, radius: 60, startAngle: .pi*1, endAngle: .pi*2, clockwise: false)
        
        let caShapelayer2 = CAShapeLayer()
        caShapelayer2.path = path2.cgPath
        //线条宽度
        caShapelayer2.lineWidth = 1.5
        //线条颜色
        caShapelayer2.strokeColor = mainColor.cgColor
        //填充颜色
        caShapelayer2.fillColor = UIColor.clear.cgColor
        caShapelayer2.frame = self.bounds
        self.layer.addSublayer(caShapelayer2)
        
        
        DispatchQueue.main.async {
            self.drawLineAnimation(layer: caShapelayer)
            self.drawLineAnimation(layer: caShapelayer2)
        }
        
    }

    /// 轨迹动画添加到Self- 轨迹动画
    func drawLineAnimation(layer:CALayer) -> Void {
        
        let bas = CABasicAnimation.init(keyPath: "strokeEnd")
        bas.duration = 3
        bas.delegate = self
        bas.fromValue = 0
        bas.toValue = 1
        layer.add(bas, forKey: "key")
    }
    

总体来说,上下部分轨迹,实际上是一样的,所以就分析其中一个就可以了,首先,确定path 轨迹起点,拐点,和终点!

        ///上半部轨迹
        let path = UIBezierPath()
        //起点
        path.move(to: CGPoint(x: self.frame.width, y: self.center.y))
        //直线终点
        path.addLine(to: CGPoint(x: self.center.x+hudSize.width/2, y: self.center.y))
        //圆路径
        path.addArc(withCenter: self.center, radius: 60, startAngle: .pi*2, endAngle: .pi*1, clockwise: false)

直线路径无需多说,注释已经很清晰了,主要说下,半圆轨迹:

系统方法

        open func addArc(withCenter center: CGPoint,
                         radius: CGFloat,
                         startAngle: CGFloat,
                         endAngle: CGFloat,
                         clockwise: Bool)
  • center : 顾名思义就是圆的中心点,学过数学的都知道!
  • radius: 圆的半径!
  • startAngle: 圆轨迹起始的弧度!
  • endAngle : 圆轨迹结束的弧度!
  • clockwise : 是否顺时针!

封装API,提供外部使用

    /// 单例
    static let shareView = AnimationLoadView()
    
    /// 快捷初始化
    public static func show() -> Void{

        let window = UIApplication.shared.delegate?.window!
        shareView.backgroundColor = .black
        shareView.frame = UIScreen.main.bounds
        window!.addSubview(shareView)
        shareView.start()
    }
    
    
    /// 开始动画
    public func start() -> Void {
        
        startImageView()
        
    }
    
    
    /// 结束动画
    public func stop() -> Void {
        
        isStop = true
        progressLable.text = "0%"
        self.angleHud = 1;
        self.angle1 = 1;
        self.angle2 = 1;
        self.angle3 = 1;
        self.removeFromSuperview()
    }

至此所有的动画效果都已经完成,在有需要的地方进行调用,就可以了!

ps: 不当之处还请海涵,分享以及记录自己的代码,请不喜勿喷!

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