Im used CABasicAnimation for animate view like pulse frame
Have code
extension UIView {
/// animate the border width
func animateBorderWidth(toValue: CGFloat, duration: Double) -> CABasicAnimation {
let widthAnimation = CABasicAnimation(keyPath: "borderWidth")
widthAnimation.fromValue = 0.9
widthAnimation.toValue = 0.0
widthAnimation.duration = 15
widthAnimation.timingFunction = CAMediaTimingFunction(name: .easeOut)
return widthAnimation
}
/// animate the scale
func animateScale(toValue: CGFloat, duration: Double) -> CABasicAnimation {
let scaleAnimation = CABasicAnimation(keyPath: "transform.scale")
scaleAnimation.fromValue = 1.0
scaleAnimation.toValue = 12
scaleAnimation.duration = 55
scaleAnimation.repeatCount = .infinity
scaleAnimation.isRemovedOnCompletion = false
scaleAnimation.timingFunction = CAMediaTimingFunction(name: .linear)
return scaleAnimation
}
func pulsate(animationDuration: CGFloat) {
var animationGroup: CAAnimationGroup!
let newLayer = CALayer()
animationGroup = CAAnimationGroup()
animationGroup.duration = CFTimeInterval(animationDuration)
animationGroup.repeatCount = Float.infinity
newLayer.bounds = CGRect(x: 0, y: 0, width: self.frame.width, height: self.frame.height)
newLayer.cornerRadius = self.frame.width/2
newLayer.position = CGPoint(x: self.frame.width/2, y: self.frame.height/2)
newLayer.cornerRadius = self.frame.width/2
newLayer.borderColor = #colorLiteral(red: 0.7215686275, green: 0.5137254902, blue: 0.7647058824, alpha: 0.7).cgColor
animationGroup.timingFunction = CAMediaTimingFunction(name: .easeOut)
animationGroup.animations = [animateScale(toValue: 7.5, duration: 2.0),
animateBorderWidth(toValue: 0.6, duration: Double(animationDuration))]
animationGroup.duration = 14
newLayer.add(animationGroup, forKey: "pulse")
self.layer.cornerRadius = self.frame.width/2
self.layer.insertSublayer(newLayer, at: 0)
}
func removeAnimation() {
self.layer.sublayers?.forEach { $0.removeAnimation(forKey: "pulse") }
}
And add in UIViewCOntroller this animation to view
func startPul() {
self.backPulseView.pulsate(animationDuration: 2.0)
}
But if I press button I want to stop animation and hide Im trying
func stopPul() {
self.backPulseView.removeAnimation()
}
But animation still working and dos't removed
How can I remove animation and then I can call again?
stop animation I call from button tap
@IBAction func stopBtn(_ sender: UIButton) {
stopPul()
}
To remove the animation iterate through sublayers
and remove animation for that "pulse" key:
self.layer.sublayers?.forEach {
$0.speed = 0
$0.removeAllAnimations()
$0.removeFromSuperlayer()
}
}