使用循环向多个 UIImageView 添加属性

Using a loop for adding attributes to multiple UIImageViews

我有 8 个 UImageView 要添加动画。我知道我可以制作八次动画,但我可以使用循环 - 也许是插值 - 吗?

这是我的动画代码:

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


    }

开始动画:

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")
    }

我想为每个动画制作动画dieImage

编辑

我有几个 UIImageView@IBOutlet 我想制作动画。

    @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!

如何循环遍历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;见上文。

更新:

除了两个骰子出现异常外,一切正常。第一个 (dieImage0) 始终落在 1 上,第二个 (dieImage5) 根本不会做任何事情!

更新 2:

这是我用于动画的代码:

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!

是的,将图像放在一个数组中并循环遍历该数组。

for var i = 0; i < dieImages.count; i++ {
    dieImages[i].startAnimating()
}

有帮助吗?对你的意图有点困惑,但我认为这回答了你的问题

要创建 animationImages,我会这样做:

dieImage0.animationImages = (0..<4).reduce([UIImage]()) { images, _ in
    return images + (1..<7).map { UIImage(named: "dicey-die\([=10=])")! }
}

看起来 animationImages 由 24 UIImages - 4 组 6 张图像组成,其中图像名称为 "dicey-dieN",(N 被替换为(1..<7).)

范围内的数字

您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\([=11=])")! }

您想重复 4 次,然后将所有数组相加。您可以通过调用 (0..<4).reduce([UIImage]()) { ... }

来做到这一点

结果将是一个包含 24 张图像的数组。

然后,正如@Chris Slowik 所建议的那样,创建一个 dieImages 数组,然后遍历它们以分配随机图像:

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

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

您的整个 motionEnded 方法可能看起来像这样:

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()
    }

}

我认为您 运行 遇到了 dieImage0 的问题,因为您在为它分配随机图像之前就开始播放动画。先分配图像,然后开始动画。