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Paused/restarted animation does not call delegate methods

开发者 https://www.devze.com 2023-02-03 23:06 出处:网络
I have a CAKeyframeAnimation that calls animationDidStart: and animationDidStop:finished:, as expected, when the animation is allowed to run its course.

I have a CAKeyframeAnimation that calls animationDidStart: and animationDidStop:finished:, as expected, when the animation is allowed to run its course.

When I pause the animation during interruptions (calls, home btn pressed, etc) animationDidStop:finished: fires with a flag of NO, as expected.

However, after restarting the paused animation, animationDidStart: and animationDidStop:finished: are never fired again. The animation does visually continue and complete, but I don't receive the event. I need to know when the animation stops so I can restart my game loop.

I followed this for the pause/restart of the animation.

Please tell me what am I doing wrong. Thanks!

- (void)takeFlight
{   
    CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
    pathAnimation.calculationMode = kCAAnimationPaced;
    pathAnimation.removedOnCompletion = NO;
    pathAnimation.duration = FLY_ANIM_TIME;
    pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
    pathAnimation.delegate = self;

    CGPoint endPoint = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height/3);
    CGMutablePathRef curvedPath = CGPathCreateMutable();
    CGPathMoveToPoint(curvedPath, NULL, xPos, yPos);
    CGPathAddQuadCurveToPoint(curvedPath, NULL, -100.0, -50.0, 200.0, 100.0);
    pathAnimation.path = curvedPath;
    CGPathRelease(curvedPath);

    [shipView.layer addAnimation:pathAnimation forKey:@"flyin"];
    shipView.center = endPoint; 
}

-(void)pauseFlight
{
    CALayer *layer = (CALayer *)shipView.layer;
    CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
    layer.speed = 0.0;
    layer.timeOffset = pausedTime;
}

-(void)resumeFlight
{   
    CALayer *layer = (CALayer *)shipView.layer;
    CFTimeInterval pausedTime = [layer timeOffset];
    layer.speed = 1.0;
    layer.timeOffset = 0.0;
    layer.beginTime = 0.0;
    CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
    layer.beginTime = timeSincePause;
}

- (void)animationDidStart:(CAAnimation *)animation
{
    NSLog(@"anim did start");
}

- (void)animationDidStop:(CAAnimation *)animation finished:(BOOL)flag
{   
    NSLog(@"anim did stop开发者_JAVA技巧, flag is: %d", flag);

}
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