AgentSkillsCN

liquid-glass

分析本次会话中刚刚学到的内容。揭示所学内容的本质、背后的原理、隐藏的规律、与已有知识的关联,以及那些看似不显而易见的洞见。此功能不会直接写入文件——那正是“/integrate”的职责所在。

SKILL.md
--- frontmatter
name: liquid-glass
description: Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in SwiftUI UI, refactor to Liquid Glass, or review Liquid Glass usage.

SwiftUI Liquid Glass

Overview

Liquid Glass is a dynamic material in iOS 26+ that combines optical glass properties with fluidity. It blurs content, reflects surrounding color and light, and reacts to touch interactions in real time.

Workflow Decision Tree

1) Review an existing feature

  • Inspect where Liquid Glass should/shouldn't be used
  • Verify correct modifier order, shape usage, container placement
  • Check for iOS 26+ availability handling and fallbacks

2) Improve a feature using Liquid Glass

  • Identify target components (surfaces, chips, buttons, cards)
  • Refactor to use GlassEffectContainer for multiple glass elements
  • Add interactive glass only for tappable/focusable elements

3) Implement a new feature using Liquid Glass

  • Design glass surfaces and interactions first (shape, prominence, grouping)
  • Add glass modifiers after layout/appearance modifiers
  • Add morphing transitions only when view hierarchy changes with animation

Core Guidelines

  • Prefer native Liquid Glass APIs over custom blurs
  • Use GlassEffectContainer when multiple glass elements coexist
  • Apply .glassEffect(...) after layout and visual modifiers
  • Use .interactive() for elements that respond to touch/pointer
  • Keep shapes consistent across related elements
  • Gate with #available(iOS 26, *) and provide non-glass fallback

Review Checklist

  • Availability: #available(iOS 26, *) present with fallback UI
  • Composition: Multiple glass views wrapped in GlassEffectContainer
  • Modifier order: glassEffect applied after layout/appearance modifiers
  • Interactivity: interactive() only where user interaction exists
  • Transitions: glassEffectID used with @Namespace for morphing
  • Consistency: Shapes, tinting, and spacing align across feature

Implementation Checklist

  • Define target elements and desired glass prominence
  • Wrap grouped glass elements in GlassEffectContainer with spacing
  • Use .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) as needed
  • Use .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions
  • Add morphing transitions with glassEffectID when hierarchy changes
  • Provide fallback materials for earlier iOS versions

Quick Snippets

Basic Glass Effect with Fallback

swift
if #available(iOS 26, *) {
    Text("Hello")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Hello")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}

Multiple Glass Elements

swift
GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        Image(systemName: "scribble.variable")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
        Image(systemName: "eraser.fill")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
    }
}

Glass Buttons

swift
Button("Confirm") { }
    .buttonStyle(.glassProminent)

Button("Cancel") { }
    .buttonStyle(.glass)

Morphing Transitions

swift
@State private var isExpanded = false
@Namespace private var namespace

GlassEffectContainer(spacing: 40) {
    HStack(spacing: 40) {
        Image(systemName: "pencil")
            .frame(width: 80, height: 80)
            .glassEffect()
            .glassEffectID("pencil", in: namespace)

        if isExpanded {
            Image(systemName: "eraser")
                .frame(width: 80, height: 80)
                .glassEffect()
                .glassEffectID("eraser", in: namespace)
        }
    }
}

Button("Toggle") {
    withAnimation {
        isExpanded.toggle()
    }
}
.buttonStyle(.glass)

Customizing Glass

swift
Text("Tinted Glass")
    .padding()
    .glassEffect(.regular.tint(.orange).interactive(), in: .capsule)

Uniting Glass Effects

swift
@Namespace private var namespace

GlassEffectContainer(spacing: 20) {
    HStack(spacing: 20) {
        ForEach(items.indices, id: \.self) { index in
            ItemView(item: items[index])
                .glassEffect()
                .glassEffectUnion(id: index < 2 ? "group1" : "group2", namespace: namespace)
        }
    }
}

Shape Options

  • .capsule (default)
  • .rect(cornerRadius: CGFloat)
  • .circle

Best Practices

  1. Container Usage: Always use GlassEffectContainer for multiple glass views
  2. Modifier Order: Apply .glassEffect() after appearance modifiers
  3. Spacing: Choose spacing values carefully to control effect merging
  4. Animation: Use animations when changing view hierarchies for smooth morphing
  5. Interactivity: Add .interactive() only to touchable elements
  6. Consistency: Maintain consistent shapes and styles across your app