Swift.轮转动画,100行代码搞定

效果图

实现效果:

静止时:子view对称排列,允许动态添加,0~24个都能较好的显示.

旋转时:中心view不动,子view随手势旋转,最下方子view变大突出.

实现思路:

所有的控件全部加到一个大的背景view上,本质上旋转的是这个背景view,在旋转背景view的同时,让它所有的子控件反向旋转,就实现了现在这种效果.

使用touchMoved方法获取手势,使用transform来实现动画.

最下方的view变大是循环判断子view.frame.x,当它处于一个范围,并且frame.y大于中心view.frame.y的时候.修改它的transform,来使其变大,并且修改它的tag来标记它已经属于变大状态,当它frame.x超出了预定范围,使其还原.

实现方式:

1.添加背景透明view,中心圆圈view.

2.添加周围旋转子view.

3.添加旋转方法.

4.交互优化.


1.添加背景透明view,中心圆圈view.

 /// 添加背景view,也是旋转的view
    private func setContentView() {
        setCircleView()
        contentView = UIView(frame: CGRect(x: 0, y: 0, width: ScreenInfo.Width, height: ScreenInfo.Width))
        contentView?.center = self.view.center
        self.view.addSubview(contentView!)
        contentView!.addSubview(circleView!)
    }
    /// 添加中间圆形view
    private func setCircleView(){
        let view = UIImageView(frame: CGRect(x: 0.5 * CGFloat(1 - PROPORTION) * ScreenInfo.Width + 10, y: 0.5 * CGFloat(1 - PROPORTION) * ScreenInfo.Width + 10, width: ScreenInfo.Width * CGFloat(PROPORTION) - 20, height: ScreenInfo.Width * CGFloat(PROPORTION) - 20))
        /// 为了适配保证size变化center不变
        let centerPoint = view.center
        view.frame.size = CGSize(width: ScreenInfo.Width * CGFloat(PROPORTION) - 40, height: ScreenInfo.Width * CGFloat(PROPORTION) - 40)
        view.center = centerPoint
        view.image = UIImage(named: "11")
        view.layer.cornerRadius = view.frame.width*0.5
        view.layer.masksToBounds = true
        view.isUserInteractionEnabled = true
        circleView = view
    }

2.添加周围旋转子view.

   /// 布局旋转的子view
    private func rotationCircleCenter(contentOrgin: CGPoint,
                                      contentRadius: CGFloat,subnode: [String]){
        // 添加比例,实现当要添加的子view数量较多时候可以自适应大小.
        var scale: CGFloat = 1
        if subnode.count > 10 {
            scale = CGFloat(CGFloat(subnode.count) / 13.0)
        }

        for i in 0..<subnode.count {
            let x = contentRadius * CGFloat(sin(.pi * 2 / Double(subnode.count) * Double(i)))
            let y = contentRadius * CGFloat(cos(.pi * 2 / Double(subnode.count) * Double(i)))
            // 当子view数量大于10个,view.size变小,防止view偏移,要保证view.center不变.
            let view = EWSubView(frame: CGRect(x:contentRadius + 0.5 * CGFloat((1 + PROPORTION)) * x - 0.5 * CGFloat((1 - PROPORTION)) * contentRadius, y: contentRadius - 0.5 * CGFloat(1 + PROPORTION) * y - 0.5 * CGFloat(1 - PROPORTION) * contentRadius, width: CGFloat((1 - PROPORTION)) * contentRadius, height: CGFloat((1 - PROPORTION)) * contentRadius), imageName: subnode[i])
            let centerPoint = view.center
            view.frame.size = CGSize(width: CGFloat((1 - PROPORTION)) * contentRadius / scale , height: CGFloat((1 - PROPORTION)) * contentRadius / scale)
            view.center = centerPoint
            view.drawSubView()
            // 这个tag判断view是不是在最下方变大状态,非变大状态0,变大为1
            view.tag = 0
            // 获取子view在当前屏幕中的rect.来实现在最下方的那个变大
            let rect = view.convert(view.bounds, to: UIApplication.shared.keyWindow)
            let viewCenterX = rect.origin.x + (rect.width) / 2
            if viewCenterX > self.view.center.x - 20 && viewCenterX < self.view.center.x + 20 && rect.origin.y > (contentView?.center.y)! {
                view.transform = view.transform.scaledBy(x: 1.5, y: 1.5)
                view.tag = 1
            }
            contentView?.addSubview(view)
            viewArray.append(view)
        }
    }

3.添加旋转方法.

 /// 核心旋转方法,具体办法是背景view旋转,中心view和子view同角度反向旋转,实现动画效果
    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        guard let contentView = contentView else { return }
        guard let circleView = circleView else { return }
        orgin = CGPoint(x: 0.5 * ScreenInfo.Width, y: MENURADIUS + 0.17 * ScreenInfo.Height)
        let currentPoint = touches.first?.location(in: self.view)
        if self.touchPointInsideCircle(center: orgin!, radius: MENURADIUS*1.45, targetPoint: currentPoint!){
            b = DIST(pointA: beginPoint!, pointB: orgin!)
            c = DIST(pointA: currentPoint!, pointB: orgin!)
            a = DIST(pointA: beginPoint!, pointB: orgin!)
            let angleBegin = atan2(beginPoint!.y - orgin!.y, beginPoint!.x - orgin!.x)
            let angleAfter = atan2(currentPoint!.y - orgin!.y, currentPoint!.x - orgin!.x)
            let angle = angleAfter - angleBegin
            // 背景view旋转
            contentView.transform = contentView.transform.rotated(by: angle)
            // 中心view反向旋转
            circleView.transform = circleView.transform.rotated(by: -angle)
            for i in 0..<viewArray.count {
                // 子view反向旋转
                viewArray[i].transform = viewArray[i].transform.rotated(by: -angle)
                // 判断实现最下方的子view变大
                let rect = viewArray[i].convert(viewArray[i].bounds, to: UIApplication.shared.keyWindow)
                let viewCenterX = rect.origin.x + (rect.width) / 2
                if viewCenterX > self.view.center.x - 20 && viewCenterX < self.view.center.x + 20 && rect.origin.y > contentView.center.y {
                    if viewArray[i].tag == 0{
                        viewArray[i].transform = viewArray[i].transform.scaledBy(x: 1.5, y: 1.5)
                        viewArray[i].tag = 1
                        contentView.bringSubview(toFront: viewArray[i])
                    }
                }
                else {
                    if viewArray[i].tag == 1 {
                        viewArray[i].transform = viewArray[i].transform.scaledBy(x: 1/1.5, y: 1/1.5)
                        viewArray[i].tag = 0
                        contentView.sendSubview(toBack: viewArray[i])
                    }
                }
            }
            beginPoint = currentPoint
        }
    }

4.交互优化.

     /// 获取手指触摸位置,超过范围不让旋转交互
    private func touchPointInsideCircle(center: CGPoint, radius: CGFloat, targetPoint: CGPoint) -> Bool{
        let dist = DIST(pointA: targetPoint, pointB: center)
        return (dist <= radius)
    }

    func DIST(pointA: CGPoint, pointB: CGPoint) -> CGFloat{
        let x = (pointA.x - pointB.x) * (pointA.x - pointB.x)
        let y = (pointA.y - pointB.y) * (pointA.y - pointB.y)
        return CGFloat(sqrtf(Float(x + y)))
   }

demo地址:CircleView

使用pop框架实现,长按中心按钮,周围子View旋转效果的项目:Swift.轮转动画+Pop框架

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转载自blog.csdn.net/weixin_43566445/article/details/83617961