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当我尝试在同一路径中渲染两条弧线时,两者都会同时渲染,但我需要在第一条弧线的动画完成后渲染第二条弧线。

我只想渲染第二条弧线,因为它应该从第一条弧线的末端开始并完成动画的其余部分(连续动画)。

预期成绩 实际结果

我已经附上了下面的代码片段,任何人都可以帮我解决这个问题。

class HomePage extends StatefulWidget {
  @override
  _HomePageState createState() => _HomePageState();
}

class _HomePageState extends State<HomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Container(
        child: Circle(),
      ),
    );
  }
}

class Circle extends StatefulWidget {
  @override
  _CircleState createState() => _CircleState();
}

class _CircleState extends State<Circle> with SingleTickerProviderStateMixin {
  double? _fraction = 0.0;
  late Animation<double> _animation;
  late AnimationController _controller;
  @override
  void initState() {
    super.initState();

    _controller =
        AnimationController(duration: Duration(milliseconds: 5000), vsync: this);

    _animation = Tween(begin: 0.0, end: 1.0).animate(_controller)
      ..addListener(() {
        setState(() {
          _fraction = _animation.value;
        });
      });

    _controller.forward();
  }

  @override
  Widget build(BuildContext context) {
    return Container(
      child: Center(
        child: Padding(
            padding: const EdgeInsets.all(24.0),
            child: CustomPaint(
              painter: CirclePainter(fraction: _fraction!),
            ),
          ),
      ),
    );
  }

  @override
  void dispose() {
    _controller.dispose();
    super.dispose();
  }
}

class CirclePainter extends CustomPainter {
  final double? fraction;
  late Paint _circlePaint;

  CirclePainter({this.fraction}) {
    _circlePaint = Paint()
      ..color = Colors.red
      ..style = PaintingStyle.fill;
  }
  final Paint _paint = Paint()
  ..color = Colors.black
  ..style = PaintingStyle.stroke
  ..strokeWidth = 3;

  @override
  void paint(Canvas canvas, Size size) {
    final Path path = Path();
    path.addArc(
      Rect.fromCircle(center: Offset(size.width/2, size.height/2), radius: 131.0909090909091),
      _degreesToRadians(-90).toDouble(), (_degreesToRadians(269.999 * fraction!).toDouble() - _degreesToRadians(-90).toDouble()));
    path.arcTo(
      Rect.fromCircle(center: Offset(size.width/2, size.height/2), radius: 42.32727272727273),
     _degreesToRadians(269.999 * fraction!).toDouble(), _degreesToRadians(-90).toDouble() - _degreesToRadians((269.999) * fraction!).toDouble(),
      false);
    path.addArc(
      Rect.fromCircle(center: Offset(size.width/2, size.height/2), radius: 131.0909090909091),
      _degreesToRadians(-90).toDouble(), (_degreesToRadians(179.999 * fraction!).toDouble() - _degreesToRadians(-90).toDouble()));
    path.arcTo(
      Rect.fromCircle(center: Offset(size.width/2, size.height/2), radius: 42.32727272727273),
     _degreesToRadians(179.999 * fraction!).toDouble(), _degreesToRadians(-90).toDouble() - _degreesToRadians((179.999) * fraction!).toDouble(),
      false);
  canvas.drawPath(path, _circlePaint);
  canvas.drawPath(path, _paint);
  }

  @override
  bool shouldRepaint(CirclePainter oldDelegate) {
    return oldDelegate.fraction != fraction;
  }
}
num _degreesToRadians(num deg) => deg * (pi / 180);

预期的 :

4

1 回答 1

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你可以这样做,第一个角度是开始角度,第二个角度是结束角度。您可以根据需要调整其他内容,但要获得旋转效果,您需要不断改变结束角度。

我不想让小费变圆,你可以放 StrokeCap.butt

这个弧度函数的库是vector_math。

 _path.addArc(Rect.fromLTWH(0, 0, size.width, size.height), vm.radians(-90),
        vm.radians(90));

    canvas.drawPath(
        _path,
        Paint()
          ..strokeCap = StrokeCap.round
          ..strokeWidth = 40
          ..style = PaintingStyle.stroke);

对于第二个开始,您可以再次使用我在上面代码中编写的相同概念,并结合交错动画。

 final Animation<double> firstAnimation=
        Tween<double>(begin: 0, end: 1).animate(CurvedAnimation(
      parent: animationController,
      curve: Interval(0, 0.5, curve: Curves.easeIn),
    ));

final Animation<double> secondAnimation=
        Tween<double>(begin: 0, end: 1).animate(CurvedAnimation(
      parent: animationController,
      curve: Interval(0.5, 1, curve: Curves.easeIn),
    ));
于 2021-04-20T07:58:10.320 回答