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- xuelongqy/flutter_easy_refresh
- 최근 소스 활동
- 2026년 3월 19일 16:33
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/xuelongqy/flutter_easy_refresh --skill flutter-animation명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
SOC 직업 분류 기준
SKILL.md 표시 중
| name | flutter-animation |
| description | Add animated effects to your Flutter app |
| metadata | {"model":"models/gemini-3.1-pro-preview","last_modified":"Mon, 02 Mar 2026 21:40:10 GMT"} |
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.
Evaluate the UI requirement using the following decision tree to select the correct animation approach:
AnimatedContainer).SpringSimulation, animateWith).Hero widget).AnimationController with multiple Tweens and Interval curves).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.
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(),
)
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
);
}
}
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,
);
},
);
}
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);
}
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),
)
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),
);
},
);
}
}
After generating animation code, verify the following:
State class use SingleTickerProviderStateMixin (or TickerProviderStateMixin for multiple controllers)?_controller.dispose() explicitly called in the dispose() method?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.dispose() methods for all AnimationController instances to prevent memory leaks.Tween and Curve classes as stateless and immutable. Do not attempt to mutate them after instantiation.AnimatedBuilder or AnimatedWidget instead of calling setState() inside a controller's addListener when building complex widget trees.'image' if multiple heroes exist.