Reputation: 61
How do I wait for one animation to finish before the next one starts in Swift? I have been messing around with if animation.animationDidStop... {}
, but it won't work.
Here's some of my code so far:
class ViewController: UIViewController {
@IBOutlet weak var purpleRing: UIImageView!
@IBOutlet weak var beforeCountdownAnimation: UIImageView!
var imageArray = [UIImage]()
var imageArray2 = [UIImage]()
override func viewDidLoad() {
super.viewDidLoad()
for e in -17...0 {
let imageName2 = "\(e)"
imageArray2.append(UIImage(named: imageName2)!)
}
for t in 1...97 {
let imageName = "\(t)"
imageArray.append(UIImage(named: imageName)!)
}
}
func startAnimation() -> Void {
purpleRing.animationImages = imageArray
purpleRing.animationDuration = 5.0
purpleRing.startAnimating()
}
func startAnimation2() -> Void {
beforeCountdownAnimation.animationImages = imageArray2
beforeCountdownAnimation.animationDuration = 1.0
beforeCountdownAnimation.startAnimating()
}
@IBAction func startAnimations(sender: AnyObject) {
startAnimation()
startAnimation2()
}
Upvotes: 6
Views: 3433
Reputation: 16820
For one animation after another you can use NSTimer as well...
See my code,it might help...
class ViewController: UIViewController {
@IBOutlet weak var IBimg1: UIImageView!
@IBOutlet weak var IBimg2: UIImageView!
@IBOutlet weak var IBimg3: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
startAnimation1()
}
func startAnimation1(){
NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: Selector("startAnimation2"), userInfo: self, repeats: false)
UIView.animateWithDuration(2.0, animations: {
self.IBimg1.alpha = 0
})
}
func startAnimation2(){
NSTimer.scheduledTimerWithTimeInterval(2.0, target: self, selector: Selector("startAnimation3"), userInfo: self, repeats: false)
UIView.animateWithDuration(2.0, animations: {
self.IBimg2.alpha = 0
})
}
func startAnimation3(){
UIView.animateWithDuration(2.0, animations: {
self.IBimg3.alpha = 0
})
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Explanation...
Thanks
Upvotes: 0
Reputation: 11607
Erm, probably answered before, but you can use Grand Central Dispatch dispatc_aysnc.
The idea is that, you know the animation duration, so you use that to tell the GDC when to execute the next code. So something like:
// call animation 1, which you specified to have 5 second duration
CGFloat animation1Duration = 5.0;
CGFloat animation2Duration = 7.0;
playAnimation1WithDuration(animation1Duration);
// calling second animation block of code after 5.0 using GDC
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(animation1Duration * Double(NSEC_PER_SEC))), dispatch_get_main_queue(), { () -> Void in
print("5.0 has passed");
// call second animation block here
playAnimation2WithDuration(animation2Duration);
});
Upvotes: 1