private var pulseLayer: CALayer!
pulseLayer = CALayer() pulseLayer.opacity = 0 pulseLayer.backgroundColor = outColor pulseLayer.contentsScale = UIScreen.main.scale pulseLayer.bounds.size = CGSize(width: maxRadius * 2, height: maxRadius * 2) pulseLayer.cornerRadius = maxRadius addSublayer(pulseLayer)
// The number of copies to create, including the source layers instanceCount // Specifies the delay, in seconds, between replicated copies instanceDelay
// Determines the number of times the animation will repeat repeatCount = MAXFLOAT
let scaleAnimation = CABasicAnimation(keyPath: "transform.scale.xy")
scaleAnimation.duration = animationDuration
let opacityAnimation = CABasicAnimation(keyPath: "opacity")
opacityAnimation.duration = animationDuration
let colorAnimation = CABasicAnimation(keyPath: "backgroundColor")
colorAnimation.duration = animationDuration
switch pulseOrientation {
case .out:
scaleAnimation.fromValue = minRadius / maxRadius
scaleAnimation.toValue = 1
opacityAnimation.fromValue = maxAlpha
opacityAnimation.toValue = minAlpha
colorAnimation.fromValue = inColor
colorAnimation.toValue = outColor
case .in:
scaleAnimation.fromValue = 1
scaleAnimation.toValue = minRadius / maxRadius
opacityAnimation.fromValue = minAlpha
opacityAnimation.toValue = maxAlpha
colorAnimation.fromValue = outColor
colorAnimation.toValue = inColor
}
let animationGroup = CAAnimationGroup()
animationGroup.duration = animationDuration + animationInterval
animationGroup.animations = [scaleAnimation, opacityAnimation, colorAnimation]
animationGroup.repeatCount = repeatCount
pulseLayer.add(animationGroup, forKey: kPulseAnimationKey)
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