Grouping two Core Animations with CAAnimationGroup causes one CABasicAnimation to not run

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迷失自我
迷失自我 2020-12-28 10:19

I have two animations that I\'m trying to perform on a UILabel on the iPhone with OS 3.1.2. The first rocks the UILabel back and forth:

CAKeyframeAnimation *         


        
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  • 2020-12-28 10:42

    I believe CAAnimationGroup is not what you want. From the documentation for CAAnimationGroup:

    CAAnimationGroup allows multiple animations to be grouped and run concurrently. The grouped animations run in the time space specified by the CAAnimationGroup instance.

    It sounds like you do not want your animations to run concurrently, rather sequentially. There may be easier ways to do this, but I've found relying on the animationDidStop:finished: method works well. To do this, create your first animation, and set it's delegate to an object which will implement the animationDidStop:finished: method, and add the animation as normal (without using CAAnimationGroup). In the method:

    - (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag
    {
        // Create the second animation and add it
    }
    
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  • 2020-12-28 10:56

    You are attempting to simultaneously animate two changes to one property, your CALayer's transform. In the first animation, you are using a helper keypath to change the transform to produce a rotation, and in the second you are changing the transform directly to produce a scaling. The second animation is overwriting the first, because you are constructing whole transforms that are only scaled and animating between them.

    It appears that you can cause both scaling and rotation of your layer to occur by using helper keypaths for both animations. If you change your code on the scaling animation to read

    CABasicAnimation *animation = nil;
    animation = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
    [animation setToValue:[NSNumber numberWithDouble:3.5]];
    [animation setFromValue:[NSNumber numberWithDouble:1.0]];
    [animation setAutoreverses:YES];
    [animation setDuration:30.0f];
    [animation setRepeatCount:10000];
    [animation setBeginTime:0.0f];
    

    you should be able to have both rocking and scaling on your layer.

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