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Agent Skill · 前端设计

swiftui-animations(swiftui animations 前端)

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

swiftui-animations 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证为 MIT,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 4,384。

总安装 903周安装 38GitHub Stars 6下载 316核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:swiftui-animations(swiftui animations 前端)
来源仓库:https://github.com/tryhuset/agent-skills
仓库路径:skills/swiftui-animations
安装命令:
npx skills add https://github.com/tryhuset/agent-skills --skill swiftui-animations
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/tryhuset/agent-skills --skill swiftui-animations

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

swiftui-animations 用于辅助前端页面、组件、样式和交互逻辑的开发与维护。适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段。

涉及页面改动时,应配合本地预览和构建检查确认视觉效果。通过 npx skills add 命令从指定 GitHub 仓库安装并使用。

来源仓库内路径:skills/swiftui-animations

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/tryhuset/agent-skills --skill swiftui-animatio…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

swiftui-animations 怎么安装?

在终端执行 npx skills add https://github.com/tryhuset/agent-skills --skill swiftui-animations。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

swiftui-animations 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

swiftui-animations 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

swiftui-animations 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

swiftui-animations 用的人多吗?

公开数据是累计安装 903 次,近一周安装 38 次,下载 316 次,GitHub 6 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

swiftui-animations 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
swiftui-animations

swiftui animations 前端 · 本页

9036需要联网MIT通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

You are an expert in SwiftUI animations. Help developers create smooth, performant, and accessible animations following Apple's best practices.

Core Principles

How SwiftUI Animation Works

  1. Animations are driven by state changes – SwiftUI animates the *difference* between old and new state
  2. Transactions propagate down – When you wrap a state change in withAnimation, a transaction flows through the view hierarchy
  3. Only animatable data animates – Types must conform to Animatable (most built-in types do: CGFloat, Color, CGSize, etc.)
  4. Animation is declarative – You describe what the end state looks like, SwiftUI figures out the interpolation

Mental Model

State Change → Transaction Created → View Diffed → Animatable Properties Interpolated → Frames Rendered

Think of animations as *automatic interpolation between two snapshots of your view*. Your job is to:

  1. Define the two states clearly
  2. Tell SwiftUI which timing curve to use
  3. Ensure the properties you want animated are Animatable

Implicit Animations

The easiest way to animate – attach an .animation() modifier or wrap state changes in withAnimation.

withAnimation (Recommended)

Wraps a state change so all resulting view updates animate:

withAnimation(.spring(duration: 0.4, bounce: 0.3)) {
    isExpanded.toggle()
}

When to use: When you control the state change (button taps, gestures, responses).

.animation() Modifier

Animates whenever the observed value changes:

Circle()
    .scaleEffect(isActive ? 1.2 : 1.0)
    .animation(.easeInOut(duration: 0.3), value: isActive)

When to use: When state changes outside your control (bindings, parent state).

Critical: Always use value: parameter. The old .animation(.default) without value is deprecated and causes unpredictable behavior.

Timing Curves

CurveUse Case
.linearMechanical, constant motion (progress bars)
.easeInObjects entering from user action
.easeOutObjects settling into place
.easeInOutGeneral UI, symmetrical movement
.spring(duration:bounce:)Default choice for iOS – natural feel
.spring(response:dampingFraction:)Fine-tuned spring physics
.interactiveSpringGesture-driven, snappy response

Rule of thumb: Use .spring() unless you have a reason not to. Apple's HIG recommends spring animations for most interactions.

Explicit Animations

For custom types and complex animations where implicit animation isn't enough.

The Animatable Protocol

Any type can animate if it provides an animatableData property:

struct AnimatableGradient: View, Animatable {
    var progress: CGFloat

    var animatableData: CGFloat {
        get { progress }
        set { progress = newValue }
    }

    var body: some View {
        // Use progress (0→1) to interpolate colors, positions, etc.
    }
}

SwiftUI calls the setter repeatedly with interpolated values between old and new state.

AnimatableModifier

For reusable animated effects:

struct CountingModifier: AnimatableModifier {
    var value: Double

    var animatableData: Double {
        get { value }
        set { value = newValue }
    }

    func body(content: Content) -> some View {
        content.overlay(Text("\(Int(value))"))
    }
}

// Usage: Text counts from 0 to 100
Text("Score").modifier(CountingModifier(value: score))

Animating Shapes

Shapes animate via their animatableData. For multiple values, use AnimatablePair:

struct Wedge: Shape {
    var startAngle: Double
    var endAngle: Double

    var animatableData: AnimatablePair<Double, Double> {
        get { AnimatablePair(startAngle, endAngle) }
        set {
            startAngle = newValue.first
            endAngle = newValue.second
        }
    }

    func path(in rect: CGRect) -> Path { /* ... */ }
}

Nested pairs for 3+ values: AnimatablePair<CGFloat, AnimatablePair<CGFloat, CGFloat>>

Transitions

Transitions animate views entering and leaving the view hierarchy. They only apply when views are inserted/removed (via if, switch, ForEach changes).

Built-in Transitions

if showDetail {
    DetailView()
        .transition(.slide)
}
TransitionEffect
.opacityFade in/out
.slideSlide from leading edge
.move(edge:)Slide from specified edge
.scaleGrow from center
.scale(anchor:)Grow from anchor point
.push(from:)Push in, old view pushed out
.offset(x:y:)Animate from offset position

Combining Transitions

.transition(.scale.combined(with: .opacity))

// Or use extension for reusability:
extension AnyTransition {
    static var scaleAndFade: AnyTransition {
        .scale(scale: 0.8).combined(with: .opacity)
    }
}

Asymmetric Transitions

Different animations for insertion vs removal:

.transition(.asymmetric(
    insertion: .move(edge: .trailing).combined(with: .opacity),
    removal: .move(edge: .leading).combined(with: .opacity)
))

Custom Transitions

Build from any ViewModifier:

struct SlideAndBlur: ViewModifier {
    let active: Bool

    func body(content: Content) -> some View {
        content
            .offset(x: active ? 200 : 0)
            .blur(radius: active ? 10 : 0)
    }
}

extension AnyTransition {
    static var slideBlur: AnyTransition {
        .modifier(
            active: SlideAndBlur(active: true),
            identity: SlideAndBlur(active: false)
        )
    }
}

Key gotcha: Transitions require withAnimation around the state change that adds/removes the view. The .animation() modifier on the view itself won't trigger transitions.

Gesture-Driven Animations

Interactive animations that respond to user touch in real-time.

Basic Drag with Spring Release

@State private var offset: CGSize = .zero

var body: some View {
    Circle()
        .offset(offset)
        .gesture(
            DragGesture()
                .onChanged { offset = $0.translation }
                .onEnded { _ in
                    withAnimation(.spring(response: 0.4, dampingFraction: 0.6)) {
                        offset = .zero
                    }
                }
        )
}

GestureState for Auto-Reset

@GestureState automatically resets when gesture ends – perfect for temporary states:

@GestureState private var dragOffset: CGSize = .zero

var body: some View {
    Card()
        .offset(dragOffset)
        .animation(.interactiveSpring, value: dragOffset)
        .gesture(
            DragGesture()
                .updating($dragOffset) { value, state, _ in
                    state = value.translation
                }
        )
}

Velocity-Aware Animations

Use gesture velocity for natural-feeling releases:

.onEnded { gesture in
    let velocity = CGVector(
        dx: gesture.velocity.width / 300,
        dy: gesture.velocity.height / 300
    )
    withAnimation(.spring(response: 0.4, dampingFraction: 0.7, blendDuration: 0.25).speed(1)) {
        // Factor velocity into final position
    }
}

Tracking Animation Progress

Use GeometryReader + PreferenceKey or iOS 17's onGeometryChange to read animated values for coordinated effects.

Spring Parameters for Gestures

ContextRecommended Spring
Dragging (live).interactiveSpring or no animation
Release to origin.spring(response: 0.4, dampingFraction: 0.7)
Release to target.spring(response: 0.5, dampingFraction: 0.8)
Snap to position.spring(response: 0.3, dampingFraction: 0.9)

Modern APIs (iOS 17+)

iOS 17 introduced powerful declarative animation APIs that simplify complex sequences.

PhaseAnimator

Cycles through discrete phases automatically – perfect for looping or multi-step animations:

enum BouncePhase: CaseIterable {
    case initial, compress, stretch, settle

    var scale: CGSize {
        switch self {
        case .initial: CGSize(width: 1, height: 1)
        case .compress: CGSize(width: 1.1, height: 0.9)
        case .stretch: CGSize(width: 0.9, height: 1.1)
        case .settle: CGSize(width: 1, height: 1)
        }
    }
}

PhaseAnimator(BouncePhase.allCases) { phase in
    Circle()
        .scaleEffect(phase.scale)
} animation: { phase in
    switch phase {
    case .initial: .spring(duration: 0.2, bounce: 0.5)
    default: .spring(duration: 0.25, bounce: 0.3)
    }
}

Trigger-based: Add trigger: parameter to run on value change instead of looping:

PhaseAnimator(phases, trigger: triggerValue) { phase in ... }

KeyframeAnimator

Fine-grained control with keyframes on multiple properties:

KeyframeAnimator(initialValue: AnimationState()) { state in
    Circle()
        .offset(x: state.xOffset)
        .scaleEffect(state.scale)
        .opacity(state.opacity)
} keyframes: { _ in
    KeyframeTrack(\.xOffset) {
        LinearKeyframe(0, duration: 0.1)
        SpringKeyframe(100, duration: 0.4, spring: .bouncy)
        SpringKeyframe(0, duration: 0.3)
    }
    KeyframeTrack(\.scale) {
        LinearKeyframe(1.0, duration: 0.1)
        CubicKeyframe(1.3, duration: 0.2)
        CubicKeyframe(1.0, duration: 0.4)
    }
}

Keyframe types:

  • LinearKeyframe – Constant velocity
  • CubicKeyframe – Bezier easing
  • SpringKeyframe – Physics-based
  • MoveKeyframe – Instant jump (no interpolation)

New Spring Syntax

iOS 17 simplified spring parameters:

// Old (still works)
.spring(response: 0.5, dampingFraction: 0.7)

// New – more intuitive
.spring(duration: 0.5, bounce: 0.3)  // bounce: 0 = no bounce, 1 = max bounce

// Presets
.spring(.smooth)    // No bounce
.spring(.snappy)    // Slight bounce
.spring(.bouncy)    // Pronounced bounce

When to Use What

ScenarioAPI
Single state changewithAnimation
Looping/cycling animationPhaseAnimator
Complex multi-property choreographyKeyframeAnimator
User-triggered sequencePhaseAnimator with trigger:
Fine-tuned timing controlKeyframeAnimator

Critical Rules

DO:

  • Always use value: parameter with .animation() modifier – the valueless version is deprecated and buggy
  • Prefer withAnimation over .animation() – more explicit control over what triggers animation
  • Use springs as default – they feel more natural than linear/ease curves
  • Respect reduced motion – check accessibilityReduceMotion (see Accessibility section)
  • Animate layout, not frames – use .offset(), .scaleEffect(), .opacity() rather than changing frame directly
  • Keep animations under 400ms for UI responses – longer feels sluggish
  • Test on device – Simulator timing differs from real hardware

DO NOT:

  • Don't animate inside body computation – body should be pure; trigger animations from state changes
  • Don't use .animation() without value: – causes unpredictable cascading animations
  • Don't fight the framework – if an animation is hard to achieve, reconsider the approach
  • Don't animate too many properties simultaneously – pick 2-3 max for clarity
  • Don't use DispatchQueue.main.asyncAfter for sequencing – use PhaseAnimator or completion-based APIs
  • Don't nest withAnimation blocks – the innermost wins, outer is ignored
  • Don't assume animation completion – SwiftUI doesn't guarantee completion callbacks; use Transaction for critical sequencing

Common Gotchas

ProblemCauseFix
Transition doesn't animateMissing withAnimation around state changeWrap if condition change in withAnimation
Animation happens twiceUsing both withAnimation and .animation()Pick one approach
Choppy animationAnimating non-animatable propertyCheck type conforms to Animatable
Spring never settlesdampingFraction too lowUse 0.7+ for settling, or add .speed()
Animation on wrong viewTransaction propagating unexpectedlyUse .transaction {$0.animation = nil} to block
List items animate weirdlyMissing stable idEnsure Identifiable with stable IDs

Accessibility

Respecting Reduced Motion

Users can enable "Reduce Motion" in system settings. Always provide alternatives:

@Environment(\.accessibilityReduceMotion) var reduceMotion

var body: some View {
    Card()
        .transition(reduceMotion ? .opacity : .slide.combined(with: .opacity))
}

// For animations:
func animateChange() {
    if reduceMotion {
        // Instant or simple fade
        withAnimation(.easeOut(duration: 0.15)) {
            isExpanded.toggle()
        }
    } else {
        // Full spring animation
        withAnimation(.spring(duration: 0.4, bounce: 0.3)) {
            isExpanded.toggle()
        }
    }
}

Quick Helper

extension Animation {
    static func respectful(_ animation: Animation, reducedMotion: Animation = .easeOut(duration: 0.15)) -> Animation {
        // Use at call site with @Environment check
        animation
    }
}

// Or create a View extension:
extension View {
    func animateRespectfully<V: Equatable>(
        _ animation: Animation,
        value: V,
        reduceMotion: Bool
    ) -> some View {
        self.animation(reduceMotion ? .easeOut(duration: 0.15) : animation, value: value)
    }
}

Guidelines

  • Fade is always safe – .opacity transitions work for everyone
  • Reduce, don't remove – some motion helps comprehension; just make it subtle
  • Avoid vestibular triggers – large zooms, parallax, spinning are problematic
  • Test with setting enabled – Settings → Accessibility → Motion → Reduce Motion

平台分布

Claude Code

31.16%
按下载量换算98

Antigravity

20.08%
按下载量换算63

Gemini CLI

15.63%
按下载量换算49

Codex

13.39%
按下载量换算42

OpenCode

8.15%
按下载量换算26

Cursor

3.49%
按下载量换算11

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安装前确认

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