AgentSkillsCN

swiftui-animation

本技能为在 SwiftUI 应用中实现高级动画、转场效果、匹配式几何图形特效以及 Metal 着色器集成提供了全面的指导。适用于在 iOS 和 macOS 平台的 SwiftUI 应用中构建动画、视图转场、英雄动画或 GPU 加速特效时使用。

SKILL.md
--- frontmatter
name: swiftui-animation
description: This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.

SwiftUI Animation Expert

Expert guidance for implementing advanced SwiftUI animations and Metal shader integration. Covers animation curves, springs, transitions, matched geometry effects, PhaseAnimator, KeyframeAnimator, and GPU-accelerated shader effects.

When to Use This Skill

  • Understanding motion design principles and when to use animation
  • Making animations accessible and platform-appropriate
  • Implementing animations in SwiftUI (springs, easing, keyframes)
  • Creating view transitions (fade, slide, scale, custom)
  • Building hero animations with matchedGeometryEffect
  • Adding GPU-accelerated effects with Metal shaders
  • Optimizing animation performance
  • Creating multi-phase orchestrated animations

Quick Reference

Animation Basics

swift
// Explicit animation (preferred)
withAnimation(.spring(response: 0.4, dampingFraction: 0.75)) {
    isExpanded.toggle()
}

// iOS 17+ spring presets
withAnimation(.snappy) { ... }  // Fast, small bounce
withAnimation(.smooth) { ... }  // Gentle, no bounce
withAnimation(.bouncy) { ... }  // More bounce

Common Transitions

swift
// Basic
.transition(.opacity)
.transition(.scale)
.transition(.slide)
.transition(.move(edge: .bottom))

// Combined
.transition(.move(edge: .trailing).combined(with: .opacity))

// Asymmetric
.transition(.asymmetric(
    insertion: .move(edge: .bottom),
    removal: .opacity
))

Matched Geometry Effect

swift
@Namespace var namespace

// Source view
ThumbnailView()
    .matchedGeometryEffect(id: "hero", in: namespace)

// Destination view
DetailView()
    .matchedGeometryEffect(id: "hero", in: namespace)

Metal Shader Effects (iOS 17+)

swift
// Color manipulation
.colorEffect(ShaderLibrary.invert())

// Pixel displacement
.distortionEffect(
    ShaderLibrary.wave(.float(time)),
    maxSampleOffset: CGSize(width: 20, height: 20)
)

// Full layer access
.layerEffect(ShaderLibrary.blur(.float(radius)), maxSampleOffset: .zero)

Reference Materials

Detailed documentation is available in references/:

  • motion-guidelines.md - HIG Motion design principles

    • Purpose-driven motion philosophy
    • Accessibility requirements
    • Platform-specific considerations (iOS, visionOS, watchOS)
    • Animation anti-patterns to avoid
  • animations.md - Complete animation API guide

    • Implicit vs explicit animations
    • Spring parameters and presets
    • Animation modifiers (speed, delay, repeat)
    • PhaseAnimator for multi-step sequences
    • KeyframeAnimator for property-specific timelines
    • Custom animatable properties
  • transitions.md - View transition guide

    • Built-in transitions (opacity, scale, slide, move)
    • Combined and asymmetric transitions
    • Matched geometry effect implementation
    • Hero animation patterns
    • Content transitions (iOS 17+)
    • Custom transition creation
  • metal-shaders.md - GPU shader integration

    • SwiftUI shader modifiers (colorEffect, distortionEffect, layerEffect)
    • Writing Metal shader functions
    • Embedding MTKView with UIViewRepresentable
    • Cross-platform Metal integration (iOS/macOS)
    • Performance considerations

Common Patterns

Expandable Card

swift
struct ExpandableCard: View {
    @State private var isExpanded = false

    var body: some View {
        VStack {
            RoundedRectangle(cornerRadius: isExpanded ? 20 : 12)
                .fill(.blue)
                .frame(
                    width: isExpanded ? 300 : 150,
                    height: isExpanded ? 400 : 100
                )
        }
        .onTapGesture {
            withAnimation(.spring(response: 0.35, dampingFraction: 0.75)) {
                isExpanded.toggle()
            }
        }
    }
}

List Item Appearance

swift
ForEach(Array(items.enumerated()), id: \.element.id) { index, item in
    ItemRow(item: item)
        .transition(.asymmetric(
            insertion: .move(edge: .trailing).combined(with: .opacity),
            removal: .move(edge: .leading).combined(with: .opacity)
        ))
        .animation(.spring().delay(Double(index) * 0.05), value: items)
}

Pulsing Indicator

swift
Circle()
    .fill(.blue)
    .frame(width: 20, height: 20)
    .scaleEffect(isPulsing ? 1.2 : 1.0)
    .opacity(isPulsing ? 0.6 : 1.0)
    .onAppear {
        withAnimation(.easeInOut(duration: 1.0).repeatForever(autoreverses: true)) {
            isPulsing = true
        }
    }

Best Practices

  1. Motion should be purposeful - Don't add animation for its own sake; support the experience without overshadowing it
  2. Make motion optional - Supplement with haptics and audio; never use motion as the only way to communicate
  3. Aim for brevity - Brief, precise animations feel lightweight and convey information effectively
  4. Prefer explicit animations - Use withAnimation over .animation() modifier for clarity
  5. Use spring animations - They feel more natural and iOS-native
  6. Start with .spring(response: 0.35, dampingFraction: 0.8) - Good default for most interactions
  7. Keep animations under 400ms - Longer feels sluggish
  8. Let people cancel motion - Don't force users to wait for animations to complete
  9. Test on device - Simulator animation timing differs
  10. Profile shader performance - GPU time matters for complex effects

Troubleshooting

Animation not working

  • Ensure state change is wrapped in withAnimation
  • Check that the property is animatable
  • Verify the view is actually changing

Matched geometry jumps

  • Both views must use the same ID and namespace
  • Use explicit withAnimation when toggling
  • Check zIndex for proper layering

Shader not appearing

  • Verify .metal file is added to target
  • Check shader function signature matches expected format
  • Ensure maxSampleOffset is set correctly for distortion effects

Technique Map

  • Explicit over implicit animation — withAnimation over .animation(); because intent is clearer; easier to reason about.
  • Spring presets (iOS 17+) — .snappy, .smooth, .bouncy; because HIG-aligned defaults.
  • Matched geometry for hero — @Namespace + matchedGeometryEffect(id:in:); because smooth shape morphing across views.
  • Metal shader modifiers — colorEffect, distortionEffect, layerEffect; because GPU-accelerated effects in SwiftUI.
  • Asymmetric transitions — insertion vs removal different; because list add/remove often needs different motion.
  • Under 400ms — Keep animations brief; because longer feels sluggish.

Technique Notes

References: motion-guidelines.md, animations.md, transitions.md, metal-shaders.md. Default spring: response 0.35, dampingFraction 0.75. Test on device; simulator timing differs. Profile shader performance.


Prompt Architect Overlay

Role Definition: SwiftUI animation expert. Springs, transitions, matched geometry, PhaseAnimator, KeyframeAnimator, Metal shader integration. Motion design principles, accessibility.

Input Contract: Accepts animation request, transition need, hero animation, Metal effect, or "animation not working." Code snippet or description.

Output Contract: Code pattern with appropriate modifier. Spring parameters or preset. Transition type. Reference to detailed doc. Best practices reminder. Troubleshooting if issue described.

Edge Cases & Fallbacks: If matched geometry jumps→check same ID/namespace, explicit withAnimation. If shader not appearing→verify .metal in target, signature, maxSampleOffset. If animation not working→ensure withAnimation, animatable property, view actually changing.