使用循环添加属性多的UIImageViews [英] Using a loop for adding attributes to multiple UIImageViews

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问题描述

我有8 UImageView S中的我添加动画。我知道我可以使动画八次,但我可以用一个循环-and也许interpolation-呢?

I have 8 UImageViews that I am adding animations to. I know I can make the animation eight times, but can I use a loop -and maybe interpolation- for it?

下面是我的code为动画:

Here is my code for the animation:

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


    }

和启动动画:

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")
    }

我想每个动画 dieImage

我有几个的UIImageView s的 @IBOutlet S中的我想动画。

I have several UIImageViews with @IBOutlets that I want to animate.

    @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!

我如何循环通过他们而不是使每个单独的动画,我已经有一个动画设置;见上面。

How do I loop through them instead of making a separate animation for each, I already have one animation setup; see above.

一切工作通缉除了两个骰子背叛。第一个( dieImage0 ),始终如一的土地上1,第二个( dieImage5 )将不会在做什么所有!

Everything is working as wanted except two dice have rebelled. The first one (dieImage0) consistently lands on a 1, the second one (dieImage5) won't do anything at all!

这是code我用我的动画:

This is the code I used for my animation:

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
}

一切正常了!

推荐答案

要创建 animationImages ,我会做这样的:

To create the animationImages, I would do this:

dieImage0.animationImages = (0..<4).reduce([UIImage]()) { images, _ in
    return images + (1..<7).map { UIImage(named: "dicey-die\($0)")! }
}

看起来 animationImages 由24 UIImages - 4套6幅图像,图像的地方名称为冒险二烯 N 是由许多范围内取代( 1 ..&LT; 7)

It looks like animationImages consists of 24 UIImages - 4 sets of 6 images, where the name of the image is "dicey-dieN", (N is replaced by a number in the range (1..<7).)

您可以创建六幅图像的这样一个数组:

You can create a single array of six images like this:

let images = (1..<7).map { UIImage(named: "dicey-die\($0)")! }

您想这样做4次,并添加所有的阵列在一起。你这样做与调用(0 .. 4;)。降低([UIImage的()){...}

You want to do that 4 times, and add all the arrays together. You do that with the call to (0..<4).reduce([UIImage]()) { ... }

其结果将是一个单个阵列24的图像。

The result will be a single array with 24 images.

然后,@克里斯斯沃维克建议,创建 dieImages 的数组,然后通过他们循环分配随机图像:

Then, as @Chris Slowik suggested, create an array of dieImages and then loop through them to assign the random image:

let dieImages = [dieImage0, dieImage1, dieImage2, dieImage3, dieImage4, dieImage5, dieImage6, dieImage7]

for dieImage in dieImages {
    dieImage.image = randomImages.randomDice()
    dieImage.startAnimating()
}

您整个 motionEnded 办法也许应该是这​​个样子:

Your entire motionEnded method should probably look something like this:

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()
    }

}

我觉得你是遇到了问题, dieImage0 ,因为你已经开始了动画,你赋予它随机图像之前。首先指定图像,然后启动动画。

I think you were running into problems with dieImage0 because you were starting the animation before you assigned it a random image. Assign the image first, and then start animating.

这篇关于使用循环添加属性多的UIImageViews的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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