Swiftui Animation

作者 dpearson26998d90fd121a26无许可证1.1K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库2个月前更新

Implement, diagnose, or review SwiftUI motion using explicit and scoped implicit animations, springs, transitions, PhaseAnimator, KeyframeAnimator, matched geometry or navigation zoom, SF Symbol effects, and custom Animation types. Use when views should animate on state changes, insertion, removal, navigation, or multi-step choreography, or when motion must respect Reduce Motion and Swift concurrency.

AI 生成的概览

指导实现、审查和修复 SwiftUI 动画,涵盖现代 API 与无障碍处理。

功能
该技能提供编写、诊断和审查 SwiftUI 动效代码的说明,涵盖显式动画与限定范围的隐式动画、弹簧、转场、PhaseAnimator、KeyframeAnimator、matched geometry、导航缩放、SF Symbol 效果以及自定义 Animation 类型。内容包括分类工作流、代码示例、常见错误和审查清单。产出的是指导与代码模式,而非文件或脚本。
适用场景
当视图需要在状态变化、插入、移除、导航或多步编排时产生动画时使用。也适用于动效必须遵循“减弱动态效果”和 Swift 并发要求,或需要审查现有 SwiftUI 动画代码的场景。
运行要求
无脚本,仅为说明文档。代理需具备 SwiftUI 与 Swift 6.3 模式的知识;不需要软件包、凭据或网络访问。

SwiftUI Animation (iOS 26+)

Review, write, and fix SwiftUI animations. Apply modern animation APIs with correct timing, transitions, and accessibility handling using Swift 6.3 patterns.

Contents

Triage Workflow

Step 1: Identify the animation category

CategoryAPIWhen to use
State-drivenwithAnimation, .animation(_:body:), .animation(_:value:)Explicit state changes, selective modifier animation, or simple value-bound changes
Multi-phasePhaseAnimatorSequenced multi-step animations
KeyframeKeyframeAnimatorComplex multi-property choreography
Shared elementmatchedGeometryEffectLayout-driven hero transitions
NavigationmatchedTransitionSource + .navigationTransition(.zoom)NavigationStack push/pop zoom
View lifecycle.transition()Insertion and removal
Text content.contentTransition()In-place text/number changes
Symbol.symbolEffect()SF Symbol animations
CustomCustomAnimation protocolNovel timing curves
Core Animation bridgeCALayer, CAAnimation, CADisplayLinkRead references/core-animation-bridge.md before advising

Step 2: Choose the animation curve

swift
.easeInOut(duration: 0.3)       // mechanical timing.smooth                         // fluid, no bounce.snappy                         // responsive, small bounce.bouncy                         // playful, visible bounce.spring(duration: 0.5, bounce: 0.3)

Use the advanced catalog [blocked] when presets do not express the intended motion.

Step 3: Apply and verify

  • Confirm animation triggers on the correct state change.
  • Test with Accessibility > Reduce Motion enabled.
  • Verify no expensive work runs inside animation content closures.
  • For CA bridges, use Coordinators for delegates, invalidate display links, treat frame-rate ranges as hints, and adapt work to the actual refresh rate.

withAnimation (Explicit Animation)

swift
withAnimation(.spring) { isExpanded.toggle() }
// With completion (iOS 17+)withAnimation(.smooth(duration: 0.35), completionCriteria: .logicallyComplete) {    isExpanded = true} completion: { loadContent() }

Implicit Animation

Use withAnimation for state-mutation ownership, .animation(_:body:) for selected modifiers, and .animation(_:value:) for simple value-bound changes.

swift
Badge()    .foregroundStyle(isActive ? .green : .secondary)    .animation(.snappy) { content in        content            .scaleEffect(isActive ? 1.15 : 1.0)            .opacity(isActive ? 1.0 : 0.7)    }
swift
Circle()    .scaleEffect(isActive ? 1.2 : 1.0)    .opacity(isActive ? 1.0 : 0.6)    .animation(.bouncy, value: isActive)

Spring Type (iOS 17+)

Prefer the perceptual form or a preset. Load the advanced reference only when physical, response-based, or settling parameters are required.

swift
Spring(duration: 0.5, bounce: 0.3)Spring.smoothSpring.snappySpring.bouncy

PhaseAnimator (iOS 17+)

Cycle through discrete phases with per-phase animation curves.

swift
enum PulsePhase: CaseIterable {    case idle, grow, shrink}
struct PulsingDot: View {    var body: some View {        PhaseAnimator(PulsePhase.allCases) { phase in            Circle()                .frame(width: 40, height: 40)                .scaleEffect(phase == .grow ? 1.4 : 1.0)                .opacity(phase == .shrink ? 0.5 : 1.0)        } animation: { phase in            switch phase {            case .idle: .easeIn(duration: 0.2)            case .grow: .spring(duration: 0.4, bounce: 0.3)            case .shrink: .easeOut(duration: 0.3)            }        }    }}

Trigger-based variant advances to the next phase on each trigger change:

swift
PhaseAnimator(PulsePhase.allCases, trigger: tapCount) { phase in    // ...} animation: { _ in .spring(duration: 0.4) }

KeyframeAnimator (iOS 17+)

Animate multiple properties along independent timelines.

swift
struct AnimValues {    var scale: Double = 1.0    var yOffset: Double = 0.0    var opacity: Double = 1.0}
struct BounceView: View {    @State private var trigger = false
    var body: some View {        Button { trigger.toggle() } label: {            Image(systemName: "star.fill")                .font(.largeTitle)                .keyframeAnimator(                    initialValue: AnimValues(),                    trigger: trigger                ) { content, value in                    content                        .scaleEffect(value.scale)                        .offset(y: value.yOffset)                        .opacity(value.opacity)                } keyframes: { _ in                    KeyframeTrack(\.scale) {                        SpringKeyframe(1.5, duration: 0.3)                        CubicKeyframe(1.0, duration: 0.4)                    }                    KeyframeTrack(\.yOffset) {                        CubicKeyframe(-30, duration: 0.2)                        CubicKeyframe(0, duration: 0.4)                    }                    KeyframeTrack(\.opacity) {                        LinearKeyframe(0.6, duration: 0.15)                        LinearKeyframe(1.0, duration: 0.25)                    }                }        }        .buttonStyle(.plain)    }}

Keyframe types: LinearKeyframe (linear), CubicKeyframe (smooth curve), SpringKeyframe (spring physics), MoveKeyframe (instant jump).

Use repeating: true for looping keyframe animations. Swift 6: keyframe closures are @Sendable; capture state/env values before the modifier.

@Animatable Macro

Replaces manual AnimatableData boilerplate. Attach to any type with animatable stored properties.

swift
@Animatablestruct WaveShape: Shape {    var frequency: Double    var amplitude: Double    var phase: Double    @AnimatableIgnored var lineWidth: CGFloat
    func path(in rect: CGRect) -> Path {        // draw wave using frequency, amplitude, phase    }}

Rules:

  • Stored properties must conform to VectorArithmetic.
  • Use @AnimatableIgnored to exclude non-animatable properties.
  • Computed properties are never included.

matchedGeometryEffect (iOS 14+)

Synchronize geometry between views for shared-element animations.

swift
struct HeroView: View {    @Namespace private var heroSpace    @State private var isExpanded = false
    var body: some View {        Group {            if isExpanded {                Button {                    withAnimation(.spring(duration: 0.4, bounce: 0.2)) {                        isExpanded = false                    }                } label: {                    DetailCard()                        .matchedGeometryEffect(id: "card", in: heroSpace)                }            } else {                Button {                    withAnimation(.spring(duration: 0.4, bounce: 0.2)) {                        isExpanded = true                    }                } label: {                    ThumbnailCard()                        .matchedGeometryEffect(id: "card", in: heroSpace)                }            }        }        .buttonStyle(.plain)    }}

Exactly one source view per ID should be visible; otherwise results are undefined.

Navigation Zoom Transition (iOS 18+)

Pair matchedTransitionSource on the source view with .navigationTransition(.zoom(...)) on the destination.

swift
struct GalleryView: View {    @Namespace private var zoomSpace    let items: [GalleryItem]
    var body: some View {        NavigationStack {            ScrollView {                LazyVGrid(columns: [GridItem(.adaptive(minimum: 100))]) {                    ForEach(items) { item in                        NavigationLink {                            GalleryDetail(item: item)                                .navigationTransition(                                    .zoom(sourceID: item.id, in: zoomSpace)                                )                        } label: {                            ItemThumbnail(item: item)                                .matchedTransitionSource(                                    id: item.id, in: zoomSpace                                )                        }                    }                }            }        }    }}

Apply .navigationTransition on the destination view, not on inner containers.

Transitions (iOS 17+)

Control how views animate on insertion and removal.

swift
if showBanner {    BannerView()        .transition(.move(edge: .top).combined(with: .opacity))}

See All Transition Types [blocked] for the built-in catalog and custom Transition examples.

Asymmetric transitions:

swift
.transition(.asymmetric(    insertion: .push(from: .bottom),    removal: .opacity))

ContentTransition (iOS 16+)

Animate in-place content changes without insertion/removal.

swift
Text("\(score)")    .contentTransition(.numericText(countsDown: false))    .animation(.snappy, value: score)
// For SF SymbolsImage(systemName: isMuted ? "speaker.slash" : "speaker.wave.3")    .contentTransition(.symbolEffect(.replace.downUp))

Types: .identity, .interpolate, .opacity, .numericText(countsDown:), .numericText(value:), .symbolEffect.

Symbol Effects (iOS 17+)

Animate SF Symbols with semantic effects. .bounce, .pulse, .variableColor, .scale, .appear, .disappear, and .replace are iOS 17+; .breathe, .rotate, and .wiggle require iOS 18+.

swift
// Discrete (triggers on value change)Image(systemName: "bell.fill").symbolEffect(.bounce, value: notificationCount)
// iOS 18+Image(systemName: "arrow.clockwise")    .symbolEffect(.wiggle.clockwise, value: refreshCount)
// Indefinite (active while condition holds)Image(systemName: "wifi").symbolEffect(.pulse, isActive: isSearching)
// iOS 18+Image(systemName: "mic.fill")    .symbolEffect(.breathe, isActive: isRecording)
// Variable color with chainingImage(systemName: "speaker.wave.3.fill")    .symbolEffect(        .variableColor.iterative.reversing.dimInactiveLayers,        options: .repeating,        isActive: isPlaying    )

Scope: .byLayer, .wholeSymbol. Direction varies per effect.

Symbol Rendering Modes

Choose .monochrome, .hierarchical, .multicolor, or .palette with .symbolRenderingMode(_:); use .foregroundStyle to supply palette colors.

Variable symbols: use Image(systemName:variableValue:) (iOS 16+) for percentage fill. Use .symbolVariableValueMode(_:) (iOS 26+) to choose .draw or .color.

swift
Image(systemName: "wifi", variableValue: signalStrength) // 0.0...1.0    .symbolVariableValueMode(.draw) // iOS 26+

Docs: SymbolRenderingMode · symbolRenderingMode(_:) · Image(systemName:variableValue:) · symbolVariableValueMode(_:)

Common Mistakes

1. Using bare .animation(_:) when you need precise scope

swift
// TOO BROAD — applies when the view changes.animation(.easeIn)
.animation(.easeIn, value: isVisible) // CORRECT: value-bound
// CORRECT — scope animation to selected modifiers.animation(.easeIn) { content in    content.opacity(isVisible ? 1.0 : 0.0)}
withAnimation(.easeIn) { isVisible.toggle() } // CORRECT: own mutation

2. Expensive work or actor-isolated reads inside animation closures

keyframeAnimator / PhaseAnimator content closures run every frame. Precompute expensive values, animate only visual properties, and capture state/env values before @Sendable keyframe closures.

3. Missing reduce motion support

For symbols, remove inherited effects; gate larger motion with reduceMotion ? .none : animation.

swift
@Environment(\.accessibilityReduceMotion) private var reduceMotionImage(systemName: "wifi").symbolEffect(.pulse, isActive: isSearching).symbolEffectsRemoved(reduceMotion)

4. Multiple matchedGeometryEffect sources

Only one source view per ID should be visible at a time. Multiple visible sources with the same ID cause undefined layout.

5. Using DispatchQueue or UIView.animate

swift
// WRONGDispatchQueue.main.asyncAfter(deadline: .now() + 0.5) { withAnimation { isVisible = true } }// CORRECTwithAnimation(.spring.delay(0.5)) { isVisible = true }

6. Forgetting animation on ContentTransition

swift
// WRONG — no animation, content transition has no effectText("\(count)").contentTransition(.numericText(countsDown: true))// CORRECT — pair with animationText("\(count)")    .contentTransition(.numericText(countsDown: true))    .animation(.snappy, value: count)

7. navigationTransition on wrong view

Apply .navigationTransition(.zoom(sourceID:in:)) on the outermost destination view, not inside a container.

Review Checklist

  • Animation curve matches intent (spring for natural, ease for mechanical)
  • withAnimation wraps the state change; implicit animation uses .animation(_:body:) for selective modifier scope or .animation(_:value:) with an explicit value
  • matchedGeometryEffect has exactly one source per ID; zoom uses matching id/namespace
  • @Animatable macro used when synthesis fits; manual animatableData kept only when custom packing is clearer
  • accessibilityReduceMotion checked; no DispatchQueue/UIView.animate
  • Transitions use .transition(); contentTransition is paired with animation and uses the narrowest implicit animation scope that fits
  • Animated state changes on @MainActor; animation-driving types are Sendable

References

  • See references/animation-advanced.md [blocked] for CustomAnimation protocol, Spring variants, Transition types, symbol effects, Transaction system, UnitCurve, and performance guidance; Core Animation bridging patterns: references/core-animation-bridge.md [blocked].

来源与署名

来源:dpearson2699/swift-ios-skills位于skills/swiftui-animation提交8d90fd1

许可证: 无许可证

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

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