3

在我的我用 image1UIViewController创建。CALayer

CALayer *imageLayer = [CALayer layer];
[imageLayer setBounds:CGRectMake(0.0, 0.0, 241.0, 430.0)];
[imageLayer setPosition:CGPointMake(160.0, 60.0)];
[imageLayer setAnchorPoint:CGPointMake(0.5, 0.0)];
[imageLayer setContents:(id)[UIImage imageNamed:@"image1.png".CGImage];
[imageLayer setContentsGravity:kCAGravityResizeAspect];
[self.view.layer addSublayer:imageLayer];

稍后UIViewController我想通过使用CATransition.

CATransition *t = [CATransition animation];
t.beginTime = [self.view.layer convertTime:CACurrentMediaTime() + 6.5 fromLayer:nil];
t.type = kCATransitionPush;
t.subtype = kCATransitionFromRight;
[imageLayer setContents:(id)[UIImage imageNamed:@"image2.png"].CGImage];    
[imageLayer addAnimation:t forKey:nil];

运行代码时,我从一开始就得到了 image2,但转换会在 6.5 秒后自行推动。图1在哪里?怎么了?

正确答案: 感谢 Jacky Boy 和 Tiago Almeida。我更正了删除该行的代码

t.beginTime = [self.view.layer convertTime:CACurrentMediaTime() + 6.5 fromLayer:nil];

并添加“dispatch_after”。

现在它起作用了:

CATransition *t = [CATransition animation];
t.type = kCATransitionPush;
t.subtype = kCATransitionFromRight;
[imageLayer setContents:(id)[UIImage imageNamed:@"image2.png"].CGImage];    
[imageLayer addAnimation:t forKey:nil];
[CATransaction begin];
NSTimeInterval delayInSeconds = 6.5;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, delayInSeconds * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
    [imageLayer setContents:(id)[UIImage imageNamed:@"image2.png"].CGImage];
    [imageLayer addAnimation:t forKey:nil];
});
[CATransaction commit];

再次感谢各位!

4

3 回答 3

3

删除以下行:

t.beginTime = [self.view.layer convertTime:CACurrentMediaTime() + 1.5 fromLayer:nil];

这就是延迟动画的原因,因此图层正在设置新内容,并且只有在图层动画之后。如果要指定动画的持续时间:

[CATransaction begin];
[CATransaction setAnimationDuration:1.0];

CATransition *t = [CATransition animation];
t.type = kCATransitionPush;
t.subtype = kCATransitionFromRight;
[_layer setContents:(id)[UIImage imageNamed:@"image2.jpg"].CGImage];
[_layer addAnimation:t forKey:nil];


[CATransaction commit];

或者更小的版本:

CATransition *t = [CATransition animation];
t.type = kCATransitionPush;
[t setDuration:2.5];
t.subtype = kCATransitionFromRight;
[_layer setContents:(id)[UIImage imageNamed:@"image2.jpg"].CGImage];
[_layer addAnimation:t forKey:nil];

我更喜欢这个:

CATransition *transition = [CATransition animation];
transition.type = kCATransitionPush;
transition.duration = .25f;
transition.subtype = kCATransitionFromRight;

_layer.actions = @{@"contents": transition};

当您想更改内容时:

[_layer setContents:(id)[UIImage imageNamed:@"image2.jpg"].CGImage];
于 2014-01-16T14:33:19.647 回答
1

您正在创建imageLayer但配置currentCharacterImageLayer.

于 2014-01-16T14:24:41.373 回答
0

这里正确的解决方案其实是fillMode在transition上使用属性。即(在斯威夫特对不起)

transition.fillMode = .backwards

文档

如果您延迟动画的开始,您可能还需要将该fillMode属性设置为kCAFillModeBackwards. 这种填充模式会导致图层显示动画的起始值,即使图层树中的图层对象包含不同的值。如果没有这种填充模式,您会在动画开始执行之前看到跳转到最终值。其他填充模式也可用。

dispatch_after适用于某些情况,但如果您需要编写动画,例如使用CATransaction

感谢您发布问题,它使我找到了答案

于 2020-05-21T05:03:04.373 回答