问题
我有两个视图控制器,都包含在相应的UINavigationController和一个UITabBarController内.在其中一个视图控制器中,我正在创建一个气泡效果,我在屏幕上画出气泡并对其位置进行动画处理.当我使用标签栏移动到另一个视图控制器时,会出现此问题,这会导致cpu飙升并保持在100%,气泡继续动画.
我有两个视图控制器,都包含在相应的UINavigationController和一个UITabBarController内.在其中一个视图控制器中,我正在创建一个气泡效果,我在屏幕上画出气泡并对其位置进行动画处理.当我使用标签栏移动到另一个视图控制器时,会出现此问题,这会导致cpu飙升并保持在100%,气泡继续动画.
码
气泡的代码封装在UIView子类中.
override func draw(_ rect: CGRect) {
// spawn shapes
for _ in 1 ... 10 { // spawn 75 shapes initially
spawn()
}
}
drawRect方法重复地调用spawn函数以使用气泡填充视图.
fileprivate func spawn() {
let shape = CAShapeLayer()
shape.opacity = 0.0
// create an inital path at the starting position
shape.path = UIBezierPath(arcCenter: CGPoint.zero,radius: 1,startAngle: 0,endAngle: 360 * (CGFloat.pi / 180),clockwise: true).cgPath
shape.position = CGPoint.zero
layer.addSublayer(shape)
// add animation group
CATransaction.begin()
let radiusAnimation = CABasicAnimation(keyPath: "path")
radiusAnimation.fromValue = shape.path
radiusAnimation.tovalue = UIBezierPath(arcCenter: center,radius: 100,clockwise: true).cgPath
CATransaction.setCompletionBlock { [uNowned self] in
// remove the shape
shape.removeFromSuperlayer()
shape.removeAllAnimations()
// spawn a new shape
self.spawn()
}
let movementAnimation = CABasicAnimation(keyPath: "position")
movementAnimation.fromValue = NSValue(cgPoint: CGPoint.zero)
movementAnimation.tovalue = NSValue(cgPoint: CGPoint(x: 100,y: 100))
let animationGroup = CAAnimationGroup()
animationGroup.animations = [radiusAnimation,movementAnimation]
animationGroup.fillMode = kCAFillModeForwards
animationGroup.isRemovedOnCompletion = false
animationGroup.duration = 2.0
shape.add(animationGroup,forKey: "bubble_spawn")
CATransaction.commit()
}
在CATransaction完成处理程序中,我从超级视图中删除形状并创建一个新的形状.对self.spawn()的函数调用似乎是问题
在viewDiddisappear的包含视图控制器我呼叫以下:
func removeAllAnimationsFromLayer() {
layer.sublayers?.forEach({ (layer) in
layer.removeAllAnimations()
layer.removeFromSuperlayer()
})
CATransaction.setCompletionBlock(nil)
}
尝试从答案
我试图将removeAllAnimations函数添加到UITabBarControllerDelegate
extension BaseViewController: UITabBarControllerDelegate {
func tabBarController(_ tabBarController: UITabBarController,didSelect viewController: UIViewController) {
bubblesView.removeAllAnimationsFromLayer()
}
}
解决方法
我想你的问题是,你只使用一个线程的所有东西.请随时随地发送影响您的GUI的所有内容,并将其显示给其他线程的新的spawn实例.看看怎么回事这样的事情
fileprivate func spawn() {
let shape = CAShapeLayer()
shape.opacity = 0.0
// create an inital path at the starting position
shape.path = UIBezierPath(arcCenter: CGPoint.zero,clockwise: true).cgPath
shape.position = CGPoint.zero
// create an inital path at the starting position
shape.path = UIBezierPath(arcCenter: startingPosition,radius: starTradius,startAngle: BubbleConstants.StartingAngle,endAngle: BubbleConstants.EndAngle,clockwise: true).cgPath
shape.position = startingPosition
// set the fill color
shape.fillColor = UIColor.white.cgColor
layer.addSublayer(shape)
shape.opacity = Float(opacity)
dispatchQueue.main.async {
self.layer.addSublayer(shape)
CATransaction.begin()
}
let radiusAnimation = CABasicAnimation(keyPath: "path")
radiusAnimation.fromValue = shape.path
radiusAnimation.tovalue = UIBezierPath(arcCenter: center,radius: endRadius,clockwise: true).cgPath
dispatchQueue.main.async { [uNowned self] in
CATransaction.setCompletionBlock { [uNowned self] in
// remove the shape
dispatchQueue.main.async {
shape.removeFromSuperlayer()
shape.removeAllAnimations()
}
dispatchQueue.global(qos: .background).async {
// spawn a new shape
self.spawn()
}
}
}
let movementAnimation = CABasicAnimation(keyPath: "position")
movementAnimation.fromValue = NSValue(cgPoint: startingPosition)
movementAnimation.tovalue = NSValue(cgPoint: destination)
let animationGroup = CustomAnimationGroup()
animationGroup.animations = [radiusAnimation,movementAnimation]
animationGroup.fillMode = kCAFillModeForwards
animationGroup.isRemovedOnCompletion = false
animationGroup.duration = duration
shape.add(animationGroup,forKey: "bubble_spawn")
dispatchQueue.main.async {
CATransaction.commit()
}
}