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ios - 使用 UIBezierPath 绘制闪烁箭头

转载 作者:可可西里 更新时间:2023-11-01 01:51:51 26 4
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我有一个 UIScrollView,里面有很长的文本。我想通知用户它有更多的内容可以阅读。因此,我在其底部添加了一个带有 UIBezierPath 的箭头。

class ArrowView: UIView {
var arrowPath: UIBezierPath!
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
self.drawArrow(from: CGPoint(x: rect.midX, y: rect.minY), to: CGPoint(x: rect.midX, y: rect.maxY),
tailWidth: 10, headWidth: 25, headLength: 20)

//arrowPath.fill()
}

override init(frame: CGRect) {
super.init(frame: frame)

self.backgroundColor = UIColor.darkGray
}

required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
private func drawArrow(from start: CGPoint, to end: CGPoint, tailWidth: CGFloat, headWidth: CGFloat, headLength: CGFloat){
let length = hypot(end.x - start.x, end.y - start.y)
let tailLength = length - headLength

func p(_ x: CGFloat, _ y: CGFloat) -> CGPoint { return CGPoint(x: x, y: y) }
let points: [CGPoint] = [
p(0, tailWidth / 2),
p(tailLength, tailWidth / 2),
p(tailLength, headWidth / 2),
p(length, 0),
p(tailLength, -headWidth / 2),
p(tailLength, -tailWidth / 2),
p(0, -tailWidth / 2)
]

let cosine = (end.x - start.x) / length
let sine = (end.y - start.y) / length
let transform = CGAffineTransform(a: cosine, b: sine, c: -sine, d: cosine, tx: start.x, ty: start.y)

let path = CGMutablePath()
path.addLines(between: points, transform: transform)
path.closeSubpath()

arrowPath = UIBezierPath.init(cgPath: path)
}
}

我的问题:如何在箭头上实现闪烁动画。假设它有一个从白色到蓝色的渐变层。它应该从白色到蓝色开始,然后蓝色应该出现在起点,然后白色应该开始出现在箭头的终点,这个圆圈应该继续。

最后,这个动画应该通知用户他们可以 ScrollView 。

我怎样才能做到这一点?

enter image description here

最佳答案

您可以尝试将 CAGradientLayer 与 CAAnimation 一起使用。向您的 View 添加渐变:

override func viewDidAppear(animated: Bool) {

self.gradient = CAGradientLayer()
self.gradient?.frame = self.view.bounds
self.gradient?.colors = [ UIColor.white.cgColor, UIColor.white.cgColor]
self.view.layer.insertSublayer(self.gradient, atIndex: 0)
animateLayer()
}

func animateLayer(){

var fromColors = self.gradient.colors
var toColors: [AnyObject] = [UIColor.blue.cgColor,UIColor.blue.cgColor]
self.gradient.colors = toColors
var animation : CABasicAnimation = CABasicAnimation(keyPath: "colors")

animation.fromValue = fromColors
animation.toValue = toColors
animation.duration = 3.00
animation.isRemovedOnCompletion = true
animation.fillMode = CAMediaTimingFillMode.forwards
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.delegate = self

self.gradient?.addAnimation(animation, forKey:"animateGradient")
}

并以循环顺序继续渐变动画,例如:

override func animationDidStop(anim: CAAnimation!, finished flag: Bool) {
self.toColors = self.fromColors;
self.fromColors = self.gradient?.colors
animateLayer()
}

关于ios - 使用 UIBezierPath 绘制闪烁箭头,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54017150/

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