我试图旋转一个UIImageView 360度,并在网上看了几个教程。我不能让它们都工作,UIView要么停止,要么跳转到一个新位置。

我怎样才能做到这一点呢?

我最近尝试的是:

[UIView animateWithDuration:1.0
                      delay:0.0
                    options:0
                 animations:^{
                     imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
                 } 
                 completion:^(BOOL finished){
                     NSLog(@"Done!");
                 }];

但如果我使用2*pi,它根本不会移动(因为它是相同的位置)。如果我尝试只做(180度),它可以工作,但如果我再次调用这个方法,它会向后旋转。

编辑:

[UIView animateWithDuration:1.0
                      delay:0.0
                    options:0
                 animations:^{
                     [UIView setAnimationRepeatCount:HUGE_VALF];
                     [UIView setAnimationBeginsFromCurrentState:YES];
                     imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
                 } 
                 completion:^(BOOL finished){
                     NSLog(@"Done!");
                 }];

也不管用。它会转到180度,暂停一秒钟,然后在重新开始之前重置回0度。


当前回答

在Swift中,你可以使用以下代码进行无限旋转:

斯威夫特4

extension UIView {
    private static let kRotationAnimationKey = "rotationanimationkey"

    func rotate(duration: Double = 1) {
        if layer.animation(forKey: UIView.kRotationAnimationKey) == nil {
            let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")

            rotationAnimation.fromValue = 0.0
            rotationAnimation.toValue = Float.pi * 2.0
            rotationAnimation.duration = duration
            rotationAnimation.repeatCount = Float.infinity

            layer.add(rotationAnimation, forKey: UIView.kRotationAnimationKey)
        }
    }

    func stopRotating() {
        if layer.animation(forKey: UIView.kRotationAnimationKey) != nil {
            layer.removeAnimation(forKey: UIView.kRotationAnimationKey)
        }
    }
}

斯威夫特3

let kRotationAnimationKey = "com.myapplication.rotationanimationkey" // Any key

func rotateView(view: UIView, duration: Double = 1) {
    if view.layer.animationForKey(kRotationAnimationKey) == nil {
        let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")

        rotationAnimation.fromValue = 0.0
        rotationAnimation.toValue = Float(M_PI * 2.0)
        rotationAnimation.duration = duration
        rotationAnimation.repeatCount = Float.infinity

        view.layer.addAnimation(rotationAnimation, forKey: kRotationAnimationKey)
    }
}

停下来就像:

func stopRotatingView(view: UIView) {
    if view.layer.animationForKey(kRotationAnimationKey) != nil {
        view.layer.removeAnimationForKey(kRotationAnimationKey)
    }
}

其他回答

@ram的回答很有帮助。以下是Swift版本的答案。

斯威夫特2

private func rotateImageView() {

    UIView.animateWithDuration(1, delay: 0, options: UIViewAnimationOptions.CurveLinear, animations: { () -> Void in
        self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, CGFloat(M_PI_2))
        }) { (finished) -> Void in
            if finished {
                self.rotateImageView()
            }
    }
}

斯威夫特3、4、5所示

private func rotateImageView() {

    UIView.animate(withDuration: 1, delay: 0, options: UIView.AnimationOptions.curveLinear, animations: { () -> Void in
        self.imageView.transform = self.imageView.transform.rotated(by: .pi / 2)
    }) { (finished) -> Void in
        if finished {
            self.rotateImageView()
        }
    }
}

迅速:

func runSpinAnimationOnView(view:UIView , duration:Float, rotations:Double, repeatt:Float ) ->()
    {
        let rotationAnimation=CABasicAnimation();

        rotationAnimation.keyPath="transform.rotation.z"

        let toValue = M_PI * 2.0 * rotations ;


        // passing it a float
        let someInterval = CFTimeInterval(duration)

        rotationAnimation.toValue=toValue;
        rotationAnimation.duration=someInterval;
        rotationAnimation.cumulative=true;
        rotationAnimation.repeatCount=repeatt;
        view.layer.addAnimation(rotationAnimation, forKey: "rotationAnimation")


    }

斯威夫特4,

func rotateImage(image: UIImageView) {
        UIView.animate(withDuration: 1, animations: {
            image.transform = CGAffineTransform(rotationAngle: CGFloat.pi)
            image.transform = CGAffineTransform.identity
        }) { (completed) in
            self.rotateImage()
        }
    }

Ref

Nate上面的答案是理想的停止和开始动画,并提供了一个更好的控制。我很好奇为什么你的没用,而他的有用。我想在这里分享我的发现和一个更简单的代码版本,它可以使UIView连续动画而不停顿。

这是我用的代码,

- (void)rotateImageView
{
    [UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
        [self.imageView setTransform:CGAffineTransformRotate(self.imageView.transform, M_PI_2)];
    }completion:^(BOOL finished){
        if (finished) {
            [self rotateImageView];
        }
    }];
}

我使用“CGAffineTransformRotate”而不是“CGAffineTransformMakeRotation”,因为前者返回的结果是随着动画的进行而保存的。这将防止在动画期间视图的跳跃或重置。

另一件事是不要使用'UIViewAnimationOptionRepeat'因为在动画的结尾,在它开始重复之前,它会重置变换,使视图跳回它的原始位置。不是重复,而是递归,这样转换就永远不会重置为原始值,因为动画块实际上永远不会结束。

最后一件事是,你必须以90度(M_PI / 2)的步伐转换视图,而不是360度或180度(2*M_PI或M_PI)。因为变换是正弦和余弦值的矩阵乘法。

t' =  [ cos(angle) sin(angle) -sin(angle) cos(angle) 0 0 ] * t

所以,假设你使用180度变换,cos(180)产生-1,使得视图每次都在相反的方向变换(如果你把变换的弧度值改为M_PI, Note-Nate的答案也会有这个问题)。360度转换只是要求视图保持在原来的位置,因此你根本看不到任何旋转。

如果有人想要nates的解决方案,那么这里是一个粗略的swift翻译:

class SomeClass: UIViewController {

    var animating : Bool = false
    @IBOutlet weak var activityIndicatorImage: UIImageView!

    func startSpinning() {
        if(!animating) {
            animating = true;
            spinWithOptions(UIViewAnimationOptions.CurveEaseIn);
        }
    }

    func stopSpinning() {
        animating = false
    }

    func spinWithOptions(options: UIViewAnimationOptions) {
        UIView.animateWithDuration(0.5, delay: 0.0, options: options, animations: { () -> Void in
            let val : CGFloat = CGFloat((M_PI / Double(2.0)));
            self.activityIndicatorImage.transform = CGAffineTransformRotate(self.activityIndicatorImage.transform,val)
        }) { (finished: Bool) -> Void in

            if(finished) {
                if(self.animating){
                    self.spinWithOptions(UIViewAnimationOptions.CurveLinear)
                } else if (options != UIViewAnimationOptions.CurveEaseOut) {
                    self.spinWithOptions(UIViewAnimationOptions.CurveEaseOut)
                }
            }

        }
    }

    override func viewDidLoad() {
        startSpinning()
    }
}