我有8个UImageView
,我正在添加动画。我知道我可以制作8次动画,但是我可以使用循环,或者是插值吗?
override func viewDidLoad() {
super.viewDidLoad()
self.dieImage0.animationImages = [
UIImage(named: "dicey-die1")!,
UIImage(named: "dicey-die2")!,
UIImage(named: "dicey-die3")!,
UIImage(named: "dicey-die4")!,
UIImage(named: "dicey-die5")!,
UIImage(named: "dicey-die6")!,
UIImage(named: "dicey-die1")!,
UIImage(named: "dicey-die2")!,
UIImage(named: "dicey-die3")!,
UIImage(named: "dicey-die4")!,
UIImage(named: "dicey-die5")!,
UIImage(named: "dicey-die6")!,
UIImage(named: "dicey-die1")!,
UIImage(named: "dicey-die2")!,
UIImage(named: "dicey-die3")!,
UIImage(named: "dicey-die4")!,
UIImage(named: "dicey-die5")!,
UIImage(named: "dicey-die6")!,
UIImage(named: "dicey-die1")!,
UIImage(named: "dicey-die2")!,
UIImage(named: "dicey-die3")!,
UIImage(named: "dicey-die4")!,
UIImage(named: "dicey-die5")!,
UIImage(named: "dicey-die6")!
]
self.dieImage0.animationRepeatCount = 1
self.dieImage0.animationDuration = 1.0
}
启动动画:
override func motionEnded(motion: UIEventSubtype, withEvent event: UIEvent) {
self.dieImage0.startAnimating() /* <======== */
dieImage0.image = randomImages.randomDice();
dieImage1.image = randomImages.randomDice();
dieImage2.image = randomImages.randomDice();
dieImage3.image = randomImages.randomDice();
dieImage4.image = randomImages.randomDice();
dieImage5.image = randomImages.randomDice();
dieImage6.image = randomImages.randomDice();
dieImage7.image = randomImages.randomDice();
println("Motion Ended")
}
我想给每个dieImage
动画
编辑
我有几个UIImageView
s和@IBOutlet
s,我想动画。
@IBOutlet weak var dieImage0: UIImageView!
@IBOutlet weak var dieImage1: UIImageView!
@IBOutlet weak var dieImage2: UIImageView!
@IBOutlet weak var dieImage3: UIImageView!
@IBOutlet weak var dieImage4: UIImageView!
@IBOutlet weak var dieImage5: UIImageView!
@IBOutlet weak var dieImage6: UIImageView!
@IBOutlet weak var dieImage7: UIImageView!
我如何循环它们,而不是为每个制作单独的动画,我已经有一个动画设置;看到上面。
更新:
一切都如我所愿,除了两个骰子叛变。第一个(dieImage0
)总是落在1上,第二个(dieImage5
)根本不会做任何事情!
这是我用来制作动画的代码:
let dieImages = [dieImage0, dieImage1, dieImage2, dieImage3, dieImage4, dieImage5, dieImage6, dieImage7]
for die in dieImages {
die.animationImages = [
UIImage(named: "dicey-die2")!,
UIImage(named: "dicey-die6")!,
UIImage(named: "dicey-die1")!,
UIImage(named: "dicey-die4")!,
UIImage(named: "dicey-die3")!,
UIImage(named: "dicey-die5")!,
UIImage(named: "dicey-die3")!,
UIImage(named: "dicey-die1")!,
UIImage(named: "dicey-die6")!,
UIImage(named: "dicey-die3")!,
UIImage(named: "dicey-die5")!,
UIImage(named: "dicey-die2")!,
UIImage(named: "dicey-die4")!
]
die.animationRepeatCount = 1
die.animationDuration = 1.0
}
现在一切正常!
创建animationImages
,我将这样做:
dieImage0.animationImages = (0..<4).reduce([UIImage]()) { images, _ in
return images + (1..<7).map { UIImage(named: "dicey-die($0)")! }
}
看起来animationImages
由24个UIImages
- 4组6个图像组成,其中图像名称为"dicey-dieN"
, (N
由(1..<7)
范围内的数字代替)
你可以像这样创建一个包含六个图像的数组:
let images = (1..<7).map { UIImage(named: "dicey-die($0)")! }
你想这样做4次,并将所有数组加在一起。通过调用(0..<4).reduce([UIImage]()) { ... }
结果将是一个包含24张图片的数组。
然后,正如@Chris Slowik建议的那样,创建一个dieImages
数组,然后循环它们来分配随机图像:
let dieImages = [dieImage0, dieImage1, dieImage2, dieImage3, dieImage4, dieImage5, dieImage6, dieImage7]
for dieImage in dieImages {
dieImage.image = randomImages.randomDice()
dieImage.startAnimating()
}
你的整个motionEnded
方法应该看起来像这样:
override func motionEnded(motion: UIEventSubtype, withEvent event: UIEvent) {
let dieImages = [dieImage0, dieImage1, dieImage2, dieImage3, dieImage4, dieImage5, dieImage6, dieImage7]
for dieImage in dieImages {
dieImage.image = randomImages.randomDice()
dieImage.startAnimating()
}
}
我认为你遇到了dieImage0
的问题,因为你在分配随机图像之前开始动画。
是的,将图像放入数组中并遍历数组。
for var i = 0; i < dieImages.count; i++ {
dieImages[i].startAnimating()
}
有帮助吗?我对你的意图有点困惑,但我认为这回答了你的问题