今天在写一个路径动画的时候发现 划线的速度和呼吸灯的速度不一致,让我一直摸不清问题。。饶了很多的弯路。。
关键就是layer 的timeFunc属性不同步
下面把一部分核心代码贴出来。。
NSLog(@"动画开始执行的时间%@",[[NSDate date] stringWithDateFormat:@"hh:mm:ss:SSS"]);
self.pathLayer.frame = self.container.bounds;
LPChartsModel * model = self.dataArray.lastObject;
CGPoint lastTwoPoint = [self getLastTwoModelPostion];
//倒数第一
CGPoint nextPoint = [self getLastModelPostion];
self.pulsingLayer.position = lastTwoPoint;
//新的最新点
UIBezierPath * path = [UIBezierPath bezierPath];
[path moveToPoint:lastTwoPoint];
[path addLineToPoint:nextPoint];
self.pathLayer.path = path.CGPath;
self.pathLayer.strokeColor = [MainPurpleColor CGColor];
self.pathLayer.lineWidth = 1;
self.pathLayer.strokeEnd = 0;
[self.container.layer addSublayer:_pathLayer];
//设置动画启动时间
CFTimeInterval currentTime = CACurrentMediaTime();
// CFTimeInterval beginTime = [self.pathLayer convertTime:currentTime fromLayer:self.pulsingLayer];
//设置动画时长
CFTimeInterval animationDuration = 0.800;
// CFTimeInterval duration = [self.pathLayer convertTime:animationDuration fromLayer:self.pulsingLayer];
POPBasicAnimation *pathAnimation = [POPBasicAnimation animationWithPropertyNamed:kPOPShapeLayerStrokeEnd];
pathAnimation.removedOnCompletion = NO;
pathAnimation.fromValue = [NSNumber numberWithFloat:0.0];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0];
pathAnimation.autoreverses = NO;
pathAnimation.beginTime = currentTime;
pathAnimation.repeatCount = 1;
pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
pathAnimation.duration = animationDuration;
CAKeyframeAnimation *positionAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
//在动画设置一些变量
positionAnimation.calculationMode = kCAAnimationPaced;
//我们希望动画持续
//如果我们动画从左到右的东西——我们想要呆在新位置,
//然后我们需要这些参数
positionAnimation.removedOnCompletion = NO;
positionAnimation.fillMode = kCAFillModeForwards;
positionAnimation.duration = animationDuration;//完成动画的时间
//让循环连续演示
positionAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
positionAnimation.beginTime = currentTime;
positionAnimation.repeatCount = 1;
positionAnimation.path = self.pathLayer.path;
positionAnimation.delegate = self;
positionAnimation.autoreverses = NO;
positionAnimation.removedOnCompletion = NO;
UIBezierPath * newPath = [UIBezierPath bezierPath];
[newPath moveToPoint:CGPointMake(self.leftMargin,nextPoint.y)];
[newPath addLineToPoint:CGPointMake(self.maxWidth - self.rightMargin, nextPoint.y)];
CABasicAnimation * yAnimation = [CABasicAnimation animationWithKeyPath:@"path"];
yAnimation.repeatCount = 1;
yAnimation.removedOnCompletion = NO;
yAnimation.fillMode = kCAFillModeForwards;
yAnimation.fromValue = (__bridge id)self.currentPriceLayer.path;
yAnimation.toValue = (__bridge id)newPath.CGPath;
yAnimation.autoreverses = NO;
CABasicAnimation * CurrentPriceYAnimation = [CABasicAnimation animationWithKeyPath:@"position.y"];
CurrentPriceYAnimation.repeatCount = 1;
CurrentPriceYAnimation.removedOnCompletion = NO;
CurrentPriceYAnimation.fillMode = kCAFillModeForwards;
CurrentPriceYAnimation.autoreverses = NO;
CurrentPriceYAnimation.fromValue = [NSNumber numberWithFloat:self.priceLayer.position.y];
CurrentPriceYAnimation.toValue = [NSNumber numberWithFloat:nextPoint.y];
[self checkWithModel:model];
[self.pulsingLayer addAnimation:positionAnimation forKey:@"position"];
[self.currentPriceLayer addAnimation:yAnimation forKey:@"current"];
[self.pathLayer pop_addAnimation:pathAnimation forKey:@"strockend"];
self.drawAnimate = NO;