Sequence animation using CAAnimationGroup
CAAnimationGroup
is meant for having multiple CAAnimation
subclasses being stacked together to form an animation, for instance, one animation can perform an scale, the other moves it around, while a third one can rotate it, it's not meant for managing multiple layers, but for having multiple overlaying animations.
That said, I think the easiest way to solve your issue, is to assign each CAAnimation
a beginTime
equivalent to the sum of the durations of all the previous ones, to illustrate:
for i in 0 ..< 20
{
let view : UIView = // Obtain/create the view...;
let bounce = CAKeyframeAnimation(keyPath: "transform.scale")
bounce.duration = 0.5;
bounce.beginTime = CACurrentMediaTime() + bounce.duration * CFTimeInterval(i);
// ...
view.layer.addAnimation(bounce, forKey:"anim.bounce")
}
Notice that everyone gets duration * i
, and the CACurrentMediaTime()
is a necessity when using the beginTime
property (it's basically a high-precision timestamp for "now", used in animations). The whole line could be interpreted as now + duration * i
.
Must be noted, that if a CAAnimation
s is added to a CAAnimationGroup
, then its beginTime
becomes relative to the group's begin time, so a value of 5.0
on an animation, would be 5.0
seconds after the whole group starts. In this case, you don't use the CACurrentMediaTime()
Chaining Core Animation animations
You can also use animation grouping and use the beginTime field of the animation. Try something like this:
CABasicAnimation *posAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
[posAnimation setFromValue:[NSNumber numberWithFloat:0.0]];
[posAnimation setToValue:[NSNumber numberWithFloat:1.0]];
// Here's the important part
[posAnimation setDuration:10.0];
[posAnimation setBeginTime:0.0];
CABasicAnimation *borderWidthAnimation = [CABasicAnimation animationWithKeyPath:@"borderWidth"];
[borderWidthAnimation setFromValue:[NSNumber numberWithFloat:0.0]];
[borderWidthAnimation setToValue:[NSNumber numberWithFloat:1.0]];
// Here's the important part
[borderWidthAnimation setDuration:10.0];
[borderWidthAnimation setBeginTime:5.0];
CAAnimationGroup *group = [CAAnimationGroup animation];
[group setDuration:10.0];
[group setAnimations:[NSArray arrayWithObjects:posAnimation, borderWidthAnimation, nil]];
[layer addAnimation:group forKey:nil];
Notice that the duration of the entire animation is 10 seconds. The first one starts at second 0 and the second one starts at 5 seconds.
How to chain different CAAnimation in an iOS application
tl;dr: You need to manually add each animation after the previous finishes.
There is no built in way to add sequential animations. You could set the delay of each animation to be the sum of all previous animations but I wouldn't recommend it.
Instead I would create all the animations and add them to a mutable array (using the array as a queue) in the order they are supposed to run. Then by setting yourself as the animations delegate to all the animations you can get the animationDidStop:finished:
callback whenever an animation finishes.
In that method you will remove the first animation (meaning the next animation) from the array and add it to the layer. Since you are the delegate you will get a second animation when that one finishes in which case the animationDidStop:finished:
callback will run again and the next animation is removed from the mutable array and added to the layer.
Once the array of animations is empty, all animations will have run.
Some sample code to get you started. First you set up all your animations:
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"backgroundColor"];
[animation setToValue:(id)[[UIColor redColor] CGColor]];
[animation setDuration:1.5];
[animation setDelegate:self];
[animation setValue:[view layer] forKey:@"layerToApplyAnimationTo"];
// Configure other animations the same way ...
[self setSequenceOfAnimations:[NSMutableArray arrayWithArray: @[ animation, animation1, animation2, animation3, animation4, animation5 ] ]];
// Start the chain of animations by adding the "next" (the first) animation
[self applyNextAnimation];
Then in the delegate callback you simply apply the next animation again
- (void)animationDidStop:(CAAnimation *)animation finished:(BOOL)finished {
[self applyNextAnimation];
}
- (void)applyNextAnimation {
// Finish when there are no more animations to run
if ([[self sequenceOfAnimations] count] == 0) return;
// Get the next animation and remove it from the "queue"
CAPropertyAnimation * nextAnimation = [[self sequenceOfAnimations] objectAtIndex:0];
[[self sequenceOfAnimations] removeObjectAtIndex:0];
// Get the layer and apply the animation
CALayer *layerToAnimate = [nextAnimation valueForKey:@"layerToApplyAnimationTo"];
[layerToAnimate addAnimation:nextAnimation forKey:nil];
}
I'm using a custom key layerToApplyAnimationTo
so that each animation knows its layer (it works just by setValue:forKey:
and valueForKey:
).
running CABasicAnimation sequentially
Updated Code, this will work!
1st animation
CABasicAnimation * appearance =[CABasicAnimation animationWithKeyPath:@"transform.translation.y"];
[appearance setValue:@"animation1" forKey:@"id"];
appearance.delegate = self;
[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:)];
appearance.duration = 0.5;
appearance.fromValue = [NSNumber numberWithFloat:0];
appearance.toValue = [NSNumber numberWithFloat:340];
appearance.repeatCount = 1;
appearance.fillMode = kCAFillModeForwards;
appearance.removedOnCompletion = NO;
[notif.layer addAnimation:appearance forKey:@"transform.translation.y"];
2nd Animation:
- (void)animationDidStop:(CAAnimation *)theAnimation2 finished:(BOOL)flag {
if([[theAnimation2 valueForKey:@"id"] isEqual:@"animation1"]) {
CABasicAnimation * theAnimation=[CABasicAnimation animationWithKeyPath:@"transform.translation.y"];
theAnimation.duration = 0.5;
theAnimation.fromValue = [NSNumber numberWithFloat:0];
theAnimation.toValue = [NSNumber numberWithFloat:10];
theAnimation.repeatCount = 3;
theAnimation.autoreverses = YES;
theAnimation.fillMode = kCAFillModeForwards;
theAnimation.removedOnCompletion = NO;
theAnimation.beginTime = appearance.beginTime + appearance.duration;
[notif.layer addAnimation:theAnimation forKey:@"transform.translation.y"];
}
}
This is how the 2nd animation would fire after the 1st one finishes.
Animating images using CAAnimation
CAKeyframeAnimation *animationSequence = [CAKeyframeAnimation animationWithKeyPath: @"contents"];
animationSequence.calculationMode = kCAAnimationLinear;
animationSequence.autoreverses = YES;
animationSequence.duration = kDefaultAnimationDuration;
animationSequence.repeatCount = HUGE_VALF;
NSMutableArray *animationSequenceArray = [[NSMutableArray alloc] init];
for (UIImage *image in self.animationImages)
{
[animationSequenceArray addObject:(id)image.CGImage];
}
animationSequence.values = animationSequenceArray;
[animationSequenceArray release];
[self.layer addAnimation:animationSequence forKey:@"contents"];
Animating Views and subviews in sequence
You're on the right path, except obviously there will be a lot more animations than the few that you've shown in the snippet. There's no reason why you can't continue building this animation using the CAAnimation classes, but I suspect that using the newer UIViewPropertyAnimator classes (will need to target iOS10) will be useful because they allow you to 'scrub' the steps in the animation which will be useful debugging. Here's a good intro: dzone.com/articles/ios-10-day-by-day-uiviewpropertyanimator
Expanding on this comment to a proper answer...
Using animateWithKeyframes
is a pretty decent solution to create this animation in code. Here's a snippet of what this could look like:
let capsule: UIView // ... the container view
let capsuleDots [UIView] //... the three dots
let capsuleFrameWide, capsuleFrameNarrow: CGRect //.. frames for the capsule
let offstageLeft, offstageRight: CGAffineTransform // transforms to move dots to left or right
let animator = UIViewPropertyAnimator(duration: 2, curve: .easeIn)
// the actual animation occurs in 4 steps
animator.addAnimations {
UIView.animateKeyframes(withDuration: 2, delay: 0, options: [.calculationModeLinear], animations: {
// step 1: make the capsule grow to large size
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.1) {
capsule.bounds = capsuleFrameWide
}
// step 2: move the dots to their default positions, and fade in
UIView.addKeyframe(withRelativeStartTime: 0.1, relativeDuration: 0.1) {
capsuleDots.forEach({ dot in
dot.transform = .identity
dot.alpha = 1.0
})
}
// step 3: fade out dots and translate to the right
UIView.addKeyframe(withRelativeStartTime: 0.8, relativeDuration: 0.1) {
capsuleDots.forEach({ dot in
dot.alpha = 0.0
dot.transform = offstageRight
})
}
// step4: make capsure move to narrow width
UIView.addKeyframe(withRelativeStartTime: 0.9, relativeDuration: 0.1) {
capsule.bounds = capsuleFrameNarrow
}
})
}
Wrapping the keyframes in a UIViewPropertyAnimator
makes it easy to scrub the animation (among other things).
In case it's useful for anyone, I've pushed a small project to GitHub that allows you to jump in an explore/refine/debug animations with UIViewPropertyAnimator. It includes boilerplate for connecting the UISlider to the animation so all you have to focus on is the animation itself.
This is all for debugging the animation, for production of course you'll probably want to remove hard coded sizes so it can be potentially reused at different scales etc.
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