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

let val = CGFloat(M_PI_2)

UIView.animate(withDuration: 1, delay: 0, options: [.repeat, .curveLinear], animations: {
        self.viewToRotate.transform = self.viewToRotate.transform.rotated(by: val)
})

其他回答

使用UIView执行360度动画有以下几种不同的方法。

使用CABasicAnimation

var rotationAnimation = CABasicAnimation()
rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.toValue = NSNumber(value: (Double.pi))
rotationAnimation.duration = 1.0
rotationAnimation.isCumulative = true
rotationAnimation.repeatCount = 100.0
view.layer.add(rotationAnimation, forKey: "rotationAnimation")

下面是UIView的一个扩展函数,它处理启动和停止旋转操作:

extension UIView {

    // Start rotation
    func startRotation() {
        let rotation = CABasicAnimation(keyPath: "transform.rotation.z")
        rotation.fromValue = 0
        rotation.toValue = NSNumber(value: Double.pi)
        rotation.duration = 1.0
        rotation.isCumulative = true
        rotation.repeatCount = FLT_MAX
        self.layer.add(rotation, forKey: "rotationAnimation")
    }

    // Stop rotation
    func stopRotation() {
        self.layer.removeAnimation(forKey: "rotationAnimation")
    }
}

现在使用UIView。动画关闭:

UIView.animate(withDuration: 0.5, animations: { 
      view.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi)) 
}) { (isAnimationComplete) in
    // Animation completed 
}

Kudos to Richard J. Ross III for the idea, but I found that his code wasn't quite what I needed. The default for options, I believe, is to give you UIViewAnimationOptionCurveEaseInOut, which doesn't look right in a continuous animation. Also, I added a check so that I could stop my animation at an even quarter turn if I needed (not infinite, but of indefinite duration), and made the acceleration ramp up during the first 90 degrees, and decelerate during the last 90 degrees (after a stop has been requested):

// an ivar for your class:
BOOL animating;

- (void)spinWithOptions:(UIViewAnimationOptions)options {
   // this spin completes 360 degrees every 2 seconds
   [UIView animateWithDuration:0.5
                         delay:0
                       options:options
                    animations:^{
                       self.imageToMove.transform = CGAffineTransformRotate(imageToMove.transform, M_PI / 2);
                    }
                    completion:^(BOOL finished) {
                       if (finished) {
                          if (animating) {
                             // if flag still set, keep spinning with constant speed
                             [self spinWithOptions: UIViewAnimationOptionCurveLinear];
                          } else if (options != UIViewAnimationOptionCurveEaseOut) {
                             // one last spin, with deceleration
                             [self spinWithOptions: UIViewAnimationOptionCurveEaseOut];
                          }
                       }
                    }];
}

- (void)startSpin {
   if (!animating) {
      animating = YES;
      [self spinWithOptions: UIViewAnimationOptionCurveEaseIn];
   }
}

- (void)stopSpin {
    // set the flag to stop spinning after one last 90 degree increment
    animating = NO;
}

更新

我添加了处理请求重新开始旋转(startSpin)的能力,而之前的旋转正在结束(完成)。Github上的示例项目。

对于xamarin ios:

public static void RotateAnimation (this UIView view, float duration=1, float rotations=1, float repeat=int.MaxValue)
{
    var rotationAnimation = CABasicAnimation.FromKeyPath ("transform.rotation.z");
    rotationAnimation.To = new NSNumber (Math.PI * 2.0 /* full rotation*/ * 1 * 1);
    rotationAnimation.Duration = 1;
    rotationAnimation.Cumulative = true;
    rotationAnimation.RepeatCount = int.MaxValue;
    rotationAnimation.RemovedOnCompletion = false;
    view.Layer.AddAnimation (rotationAnimation, "rotationAnimation");
}

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()
    }
}

我发现了一个非常适合我的方法(我稍微修改了一下):iphone UIImageView旋转

#import <QuartzCore/QuartzCore.h>

- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations:(CGFloat)rotations repeat:(float)repeat {
    CABasicAnimation* rotationAnimation;
    rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
    rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 /* full rotation*/ * rotations * duration ];
    rotationAnimation.duration = duration;
    rotationAnimation.cumulative = YES;
    rotationAnimation.repeatCount = repeat ? HUGE_VALF : 0;

    [view.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];
}