我的 中有两个旋转动画CAAnimationGroup
,一个从零开始,另一个从该状态重复和自动反转:
- (void)addWobbleAnimationToView:(UIView *)view amount:(float)amount speed:(float)speed
{
NSMutableArray *anims = [NSMutableArray array];
// initial wobble
CABasicAnimation *startWobble = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
startWobble.toValue = [NSNumber numberWithFloat:-amount];
startWobble.duration = speed/2.0;
startWobble.beginTime = 0;
startWobble.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[anims addObject:startWobble];
// rest of wobble
CABasicAnimation *wobbleAnim = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
wobbleAnim.fromValue = [NSNumber numberWithFloat:-amount];
wobbleAnim.toValue = [NSNumber numberWithFloat:amount];
wobbleAnim.duration = speed;
wobbleAnim.beginTime = speed/2.0;
wobbleAnim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
wobbleAnim.autoreverses = YES;
wobbleAnim.repeatCount = INFINITY;
[anims addObject:wobbleAnim];
CAAnimationGroup *wobbleGroup = [CAAnimationGroup animation];
wobbleGroup.duration = DBL_MAX; // this stops it from working
wobbleGroup.animations = anims;
[view.layer addAnimation:wobbleGroup forKey:@"wobble"];
}
由于 CFTimeInterval 被定义为双精度,我尝试将动画组的持续时间设置为DBL_MAX
,但这会阻止动画组运行。但是,如果我将其设置为较大的数字,例如 10000,则运行良好。在 a 的持续时间内我可以使用的最大数字是多少CAAnimationGroup
,以确保它尽可能接近无穷大?
更新:似乎如果我输入一个非常大的值,例如DBL_MAX / 4.0
它会冻结一秒钟,然后开始动画。如果我输入这个值DBL_MAX / 20.0
,那么一开始的冻结就会小很多。似乎具有如此大的持续时间值导致它冻结。除了使用非常大的持续时间值之外,还有更好的方法吗?