我想建立一个进度视图,看起来像一个随着进度增加而充满水的圆圈。
为此,我制作了一个自定义Shape来创建水,并添加了一个动画,该动画将永远重复到一个波浪效果上Shape。有了这个,我想在进度增加的同时添加一个动画来模拟水位的增加。
问题是当我触发最后一个动画时,它添加的动画onAppear停止工作。有没有办法解决这个问题,所以两个动画都在结合,然后repeatForever一个永远不会停止?这是一个例子:

这是完整的代码:
struct WaterWaveView: View {
@State var progress: CGFloat = 0.1
@State var phase: CGFloat = 0.5
var body: some View {
VStack {
WaterWave(progress: self.progress, phase: self.phase)
.fill(Color.blue)
.clipShape(Circle())
.frame(width: 250, height: 250)
.onAppear {
withAnimation(Animation.linear(duration: 1)
.repeatForever(autoreverses: false)) {
self.phase = .pi * 2
}
}
Button("Add") {
withAnimation(.easeOut(duration: 1)) {
self.progress += 0.1
}
}
Button("Reset") {
self.progress = 0.0
}
}
}
}
struct WaterWave: Shape {
var progress: CGFloat
let amplitude: CGFloat = 10
let waveLength: CGFloat = 20
var phase: CGFloat
var animatableData: AnimatablePair<CGFloat, CGFloat> {
get { AnimatablePair(phase, progress) }
set {
phase = newValue.first
progress = newValue.second
}
}
func path(in rect: CGRect) -> Path {
var path = Path()
let width = rect.width
let height = rect.height
let midWidth = width / 2
let progressHeight = height * (1 - progress)
path.move(to: CGPoint(x: 0, y: progressHeight))
for x in stride(from: 0, to: width, by: 10) {
let relativeX = x/waveLength
// let normalizedLength = relativeX / midWidth
let normalizedLength = (x - midWidth) / midWidth
let y = progressHeight + sin(phase + relativeX) * amplitude * normalizedLength
path.addLine(to: CGPoint(x: x, y: y))
}
path.addLine(to: CGPoint(x: width, y: progressHeight))
path.addLine(to: CGPoint(x: width, y: height))
path.addLine(to: CGPoint(x: 0, y: height))
path.addLine(to: CGPoint(x: 0, y: progressHeight))
return path
}
}
