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211 lines
7.3 KiB
Markdown
211 lines
7.3 KiB
Markdown
# 复制层(CAReplicatorLayer)
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> 对于下面的效果大家是否有实现思路?
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>
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> 有些人可能要说:老夫撸起袖子,敲键盘就是干,不需要手势交互,那么直接用5个**CALayer**,处理不同的位置以及定时器、透明度等等,貌似很简单。
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>
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> 不不不,今天要带出来的主题是 **CAReplicatorLayer**
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## 1、CAReplicatorLayer
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> /* The replicator layer creates a specified number of copies of its
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>
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> - sublayers, each copy potentially having geometric, temporal and
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> - color transformations applied to it.
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>
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> *
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>
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> - Note: the CALayer -hitTest: method currently only tests the first
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> - instance of z replicator layer's sublayers. This may change in the
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> - future. */
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官方给出的意思就不翻译了,使用场景大致是一个形状、特性差不多的 layer,我们不需要重复创建,可以利用它来实现复制多个 layer ,然后通过 CAReplicatorLayer 的一些属性实现我们的需求。
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上述效果的代码
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```objective-c
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//创建复制层,因为我们做的多个音量柱变化的动画都是一样的,所以创建了一个复制层,这个复制层可以对里面的 sublayer 进行复制,所以我们不需要重复创建了
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CAReplicatorLayer *replicatorrLayer = [CAReplicatorLayer layer];
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replicatorrLayer.frame = CGRectMake(0, 0, self.contentView.frame.size.width, self.contentView.frame.size.height);
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replicatorrLayer.backgroundColor = [UIColor blackColor].CGColor;
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self.replicatorrLayer = replicatorrLayer;
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[self.contentView.layer addSublayer:replicatorrLayer];
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//创建音量震动条
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CALayer *layer = [CALayer layer];
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layer.backgroundColor = [UIColor whiteColor].CGColor;
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CGFloat width = 30;
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CGFloat height = 100;
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layer.bounds = CGRectMake(0, self.contentView.frame.size.height - height, width, height);
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layer.anchorPoint = CGPointMake(0, 1);
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layer.position = CGPointMake(0, self.contentView.frame.size.height);
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[self.contentView.layer addSublayer:layer];
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//创建音量震动动画
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CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"transform.scale.y"];
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animation.toValue = @0;
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animation.duration = 1;
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animation.repeatCount = MAXFLOAT;
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animation.autoreverses = YES;
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[layer addAnimation:animation forKey:nil];
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[replicatorrLayer addSublayer:layer];
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//* The number of copies to create, including the source object.
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replicatorrLayer.instanceCount = 6; //复制 sublayer 的个数,包括创建的第一个sublayer 在内的个数
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replicatorrLayer.instanceDelay = 0.4; //设置动画延迟执行的时间
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replicatorrLayer.instanceAlphaOffset = -0.15; //设置透明度递减
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replicatorrLayer.instanceTransform = CATransform3DMakeTranslation(50, 0, 0);
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```
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[源码地址](https://github.com/FantasticLBP/BlogDemos/tree/master/复制层应用1-音量柱动画)
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## 例子1
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这里比较简单了,关键代码
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```objective-c
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CAReplicatorLayer *replicatorLayer = (CAReplicatorLayer *)self.view.layer;
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replicatorLayer.instanceCount = 2;
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replicatorLayer.instanceTransform = CATransform3DMakeRotation(M_PI, 1, 0, 0);
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replicatorLayer.instanceRedOffset -= 0.1;
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replicatorLayer.instanceGreenOffset -= 0.1;
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replicatorLayer.instanceBlueOffset -= 0.1;
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replicatorLayer.instanceAlphaOffset -= 0.3;
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```
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- 需要说明是这里我用 storyboard 处理的,因为已经拉好了控件,所以我们没办法将图片直接加到复制层上去。间接做法是将 UIViewController 的 view 的 layer 类型改变为 复制层
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```
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//该方法返回 UIView 的层
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//改写 UIView 的层:重写 layerClass 方法
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+ (Class)layerClass{
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return [CAReplicatorLayer class];
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}
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```
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[源码地址](https://github.com/FantasticLBP/BlogDemos/tree/master/复制层应用2-倒影效果)
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## 例子2
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需求分析:
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- 先画图。也就是添加一个滑动手势并监听它。然后强制绘图(self setNeedsDisplay)
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- 添加一个 layer 到 self.layer 上
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- 改变当前 view 的 layer 类型。
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```
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+ (Class)layerClass{
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return [CAReplicatorLayer class];
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}
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```
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- 设置 CAReplicatorLayer 的 instanceCount 和 instanceDelay 属性
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- 添加了小点,并为小点设置关键帧动画。
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- 重置功能实现靠的是清除 path 上面的 points ,并移除 小点上面的动画
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```
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#import "ViewControllerView.h"
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@interface ViewControllerView()
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@property (nonatomic, strong) UIBezierPath *path;
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@property (nonatomic, weak) CALayer *dotLayer;
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@end
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@implementation ViewControllerView
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+ (Class)layerClass{
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return [CAReplicatorLayer class];
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}
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- (void)awakeFromNib{
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[super awakeFromNib];
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UIPanGestureRecognizer *tapGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(draw:)];
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[self addGestureRecognizer:tapGesture];
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self.path = [UIBezierPath bezierPath];
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CALayer *layer = [CALayer layer];
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layer.frame = CGRectMake(-UIScreen.mainScreen.bounds.size.width, 0, 15, 15);
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layer.backgroundColor = [UIColor orangeColor].CGColor;
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layer.cornerRadius = 7.5;
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self.dotLayer = layer;
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[self.layer addSublayer:layer];
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CAReplicatorLayer *replicatorLayer = (CAReplicatorLayer *)self.layer;
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replicatorLayer.instanceCount = 20;
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replicatorLayer.instanceDelay = 0.25;
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}
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- (void)draw:(UIPanGestureRecognizer *)tap{
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CGPoint currentPoint = [tap locationInView:self];
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if (tap.state == UIGestureRecognizerStateBegan) {
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[self.path moveToPoint:currentPoint];
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}
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else if(tap.state == UIGestureRecognizerStateChanged){
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[self.path addLineToPoint:currentPoint];
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[self setNeedsDisplay];
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}
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}
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- (void)startAnimation{
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//要实现动画围绕着给定的形状执行,那么需要关键帧动画(类比于Flash概念中的关键帧动画,只需要给定指定的关键帧,其余的帧系统会创建出来。)。关键帧动画的 path 和 values 是互斥的,也就是说如果设置了 values 还设置了 path 那么 path 属性会覆盖 values 属性。
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CAKeyframeAnimation *animation = [CAKeyframeAnimation animation];
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animation.keyPath = @"position";
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animation.path = self.path.CGPath;
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animation.duration = 5;
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animation.repeatCount = MAXFLOAT;
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[self.dotLayer addAnimation:animation forKey:nil];
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}
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- (void)redraw{
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//清空路径:移除 path 上面所有的点,然后重绘
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[self.path removeAllPoints];
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[self setNeedsDisplay];
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//移除动画
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[self.dotLayer removeAllAnimations];
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}
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- (void)drawRect:(CGRect)rect{
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[self.path stroke];
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}
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@end
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```
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[源码地址](https://github.com/FantasticLBP/BlogDemos/tree/master/复制层应用3-粒子闪烁效果)
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### CALayer 层的动画有2个概念非常重要:AnchorPoint 和 position
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- postion 用来确定 layer 层在父层中的位置
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- anchorPoint 用来确定 layer 身上哪个点会在 position 所指的位置。
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