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flutter-animationFlutter animation 视频

Agent Skill

用于辅助视频生成、动画合成、脚本化剪辑或 Remotion 等视频项目开发。它适合让 Agent 组织镜头、生成素材说明、维护合成代码或排查渲染问题。使用时需要确认分辨率、时长、素材路径和导出格式;涉及外部素材、人物肖像或商业发布时,应先核对版权授权和内容审核要求。

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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:flutter-animation(Flutter animation 视频)
来源仓库:https://github.com/flutter/skills
仓库路径:skills/flutter-animation
安装命令:
npx skills add https://github.com/flutter/skills --skill flutter-animation
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。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/flutter/skills --skill flutter-animation

简介

选择并实施适合您的 UI 要求的最佳 Flutter 动画策略。

  • 包括一个决策树,可在隐式动画、显式补间、基于物理的运动、英雄过渡、交错序列和页面路由过渡之间进行选择
  • 为每种动画类型提供完整的代码示例(从简单的 AnimatedContainer 开始)
  • 复杂的交错多重补间设置
  • 通过强制的 AnimationController 强制执行严格的内存管理
  • 使用 AnimatedBuilder 的处置和性能最佳实践
  • 涵盖真实弹簧和基于拖动的运动的物理模拟,以及跨路线转换的共享元素英雄动画

SKILL.md

Flutter Animations Implementation

Goal

Implements and manages Flutter animations, selecting the appropriate animation strategy (implicit, explicit, tween, physics, hero, or staggered) based on UI requirements. Assumes a working Flutter environment, stateful/stateless widget competence, and a standard widget tree structure.

Instructions

1. Determine Animation Strategy (Decision Logic)

Evaluate the UI requirement using the following decision tree to select the correct animation approach:

  1. Is the animation a simple property change (color, size, alignment) on a single widget?

- YES: Use Implicit Animations (e.g., AnimatedContainer). - NO: Proceed to 2.

  1. Does the animation model real-world movement (springs, gravity, velocity)?

- YES: Use Physics-based animation (SpringSimulation, animateWith). - NO: Proceed to 3.

  1. Does the animation involve a widget flying between two different screens/routes?

- YES: Use Hero Animations (Hero widget). - NO: Proceed to 4.

  1. Does the animation involve multiple sequential or overlapping movements?

- YES: Use Staggered Animations (Single AnimationController with multiple Tweens and Interval curves). - NO: Use Standard Explicit Animations (AnimationController, Tween, AnimatedBuilder / AnimatedWidget).

STOP AND ASK THE USER: If the requirement is ambiguous, pause and ask the user to clarify the desired visual effect before writing implementation code.

2. Implement Implicit Animations

For simple transitions between values, use implicit animation widgets. Do not manually manage state or controllers.

AnimatedContainer(
  duration: const Duration(milliseconds: 500),
  curve: Curves.bounceIn,
  width: _isExpanded ? 200.0 : 100.0,
  height: _isExpanded ? 200.0 : 100.0,
  decoration: BoxDecoration(
    color: _isExpanded ? Colors.green : Colors.blue,
    borderRadius: BorderRadius.circular(_isExpanded ? 50.0 : 8.0),
  ),
  child: const FlutterLogo(),
)

3. Implement Explicit Animations (Tween-based)

When you need to control the animation (play, pause, reverse), use an AnimationController with a Tween. Separate the transition rendering from the state using AnimatedBuilder.

class _MyAnimatedWidgetState extends State<MyAnimatedWidget> with SingleTickerProviderStateMixin {
  late AnimationController _controller;
  late Animation<double> _animation;

  @override
  void initState() {
    super.initState();
    _controller = AnimationController(
      duration: const Duration(seconds: 2),
      vsync: this,
    );

    _animation = Tween<double>(begin: 0, end: 300).animate(
      CurvedAnimation(parent: _controller, curve: Curves.easeOut),
    )..addStatusListener((status) {
        if (status == AnimationStatus.completed) {
          _controller.reverse();
        } else if (status == AnimationStatus.dismissed) {
          _controller.forward();
        }
      });

    _controller.forward();
  }

  @override
  void dispose() {
    _controller.dispose(); // STRICT REQUIREMENT
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    return AnimatedBuilder(
      animation: _animation,
      builder: (context, child) {
        return SizedBox(
          height: _animation.value,
          width: _animation.value,
          child: child,
        );
      },
      child: const FlutterLogo(), // Passed as child for performance
    );
  }
}

4. Implement Page Route Transitions

To animate transitions between routes, use PageRouteBuilder and chain a CurveTween with a Tween<Offset>.

Route<void> _createRoute() {
  return PageRouteBuilder(
    pageBuilder: (context, animation, secondaryAnimation) => const DestinationPage(),
    transitionsBuilder: (context, animation, secondaryAnimation, child) {
      const begin = Offset(0.0, 1.0);
      const end = Offset.zero;
      const curve = Curves.ease;

      final tween = Tween(begin: begin, end: end).chain(CurveTween(curve: curve));

      return SlideTransition(
        position: animation.drive(tween),
        child: child,
      );
    },
  );
}

5. Implement Physics-Based Animations

For realistic motion (e.g., snapping back after a drag), calculate velocity and apply a SpringSimulation.

void _runSpringAnimation(Offset pixelsPerSecond, Size size, Alignment dragAlignment) {
  _animation = _controller.drive(
    AlignmentTween(begin: dragAlignment, end: Alignment.center),
  );

  final unitsPerSecondX = pixelsPerSecond.dx / size.width;
  final unitsPerSecondY = pixelsPerSecond.dy / size.height;
  final unitsPerSecond = Offset(unitsPerSecondX, unitsPerSecondY);
  final unitVelocity = unitsPerSecond.distance;

  const spring = SpringDescription(mass: 1, stiffness: 1, damping: 1);
  final simulation = SpringSimulation(spring, 0, 1, -unitVelocity);

  _controller.animateWith(simulation);
}

6. Implement Hero Animations (Shared Element)

To fly a widget between routes, wrap the identical widget tree in both routes with a Hero widget using the exact same tag.

// Source Route
Hero(
  tag: 'unique-photo-tag',
  child: Image.asset('photo.png', width: 100),
)

// Destination Route
Hero(
  tag: 'unique-photo-tag',
  child: Image.asset('photo.png', width: 300),
)

7. Implement Staggered Animations

For sequential or overlapping animations, use a single AnimationController and define multiple Tweens with Interval curves.

class StaggerAnimation extends StatelessWidget {
  StaggerAnimation({super.key, required this.controller}) :
    opacity = Tween<double>(begin: 0.0, end: 1.0).animate(
      CurvedAnimation(
        parent: controller,
        curve: const Interval(0.0, 0.100, curve: Curves.ease),
      ),
    ),
    width = Tween<double>(begin: 50.0, end: 150.0).animate(
      CurvedAnimation(
        parent: controller,
        curve: const Interval(0.125, 0.250, curve: Curves.ease),
      ),
    );

  final AnimationController controller;
  final Animation<double> opacity;
  final Animation<double> width;

  @override
  Widget build(BuildContext context) {
    return AnimatedBuilder(
      animation: controller,
      builder: (context, child) {
        return Opacity(
          opacity: opacity.value,
          child: Container(width: width.value, height: 50, color: Colors.blue),
        );
      },
    );
  }
}

8. Validate-and-Fix Loop

After generating animation code, verify the following:

  1. Does the State class use SingleTickerProviderStateMixin (or TickerProviderStateMixin for multiple controllers)?
  2. Is _controller.dispose() explicitly called in the dispose() method?
  3. If using AnimatedBuilder, is the static widget passed to the child parameter rather than rebuilt inside the builder function? If any of these are missing, fix the code immediately before presenting it to the user.

Constraints

  • Strict Disposal: You MUST include dispose() methods for all AnimationController instances to prevent memory leaks.
  • No URLs: Do not include external links or URLs in the output or comments.
  • Immutability: Treat Tween and Curve classes as stateless and immutable. Do not attempt to mutate them after instantiation.
  • Performance: Always use AnimatedBuilder or AnimatedWidget instead of calling setState() inside a controller's addListener when building complex widget trees.
  • Hero Tags: Hero tags MUST be identical and unique per route transition. Do not use generic tags like 'image' if multiple heroes exist.

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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