CAPropertyAnimation additive

再做一些shaking动画时,通常会指定对称的左右几个点,加入都CAKeyframeAnimation.values中。

但是这就需要计算present layer的点,不太方便。

看了下CAPropertyAnimation有个属性是additive,这个属性根据当前的渲染层的值加上value生成新的渲染的值,也就是动画时present layer的值。

Determines if the value specified by the animation is added to the current render tree value to produce the new render tree value.
Availability

下边的代码的动画效果是一样的,对比下values会有个明确的认识:

- (void)change

{

    

    CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"position.x"];

    animation.values = @[@0,@100,@(-100),@100,@0];

    animation.keyTimes = @[@0,@(1/6.),@(3/6.),@(5/6.),@1];

    animation.duration = 2.f;

    animation.additive = YES; //YES把更改的值追加到当前的present层中 keypath+=value NO是把更改的值设置成当前present层的值keypath = value

    [self.ly.layer addAnimation:animation forKey:@"shaking"];

    

    

    CAKeyframeAnimation* animation1 = [CAKeyframeAnimation animationWithKeyPath:@"position.x"];

    animation1.values = @[@(self.ly1.center.x),@(self.ly1.center.x + 100),@(self.ly1.center.x - 100),@(self.ly1.center.x + 100),@(self.ly1.center.x)];

    animation1.keyTimes = @[@0,@(1/6.),@(3/6.),@(5/6.),@1];

    animation1.duration = 2.f;

    animation1.additive = NO; //YES把更改的值追加到当前的model层中 keypath+=value NO是把更改的值设置成当前present层的值keypath = value

    [self.ly1.layer addAnimation:animation1 forKey:@"shaking"];

    

    

    [button animateWithType:arc4random()%3];

    

    

    [self performSelector:@selector(change) withObject:nil afterDelay:3.f];


}

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