IOS, Swift, Animation chaining, waiting main thread until chain completes -


This question has been asked at least as I have searched for answers but never for my satisfaction. I have 52 subwigs that represent the card deck. Cards appear in the center of the screen, two of the cards are divided into piles and then merge together as a felt deck.

If I type self.standardShuffle () to

but if I enter self.standardShuffle () in a row Call 2 times, so it works fine. The second call flies the first animation in flight and the animation is wasted. There should be a way to block the calling thread until the action series is completed. The timers are very unwieldy and I can not put all my code inside the animation blocks (and it does not work anyway).

Is anyone's real answer? Please

There should be a way to block the calling thread

is not there never not blocked never

If you think that the answer you have seen is not satisfactory, you have not read them carefully, read them and trust them. You can easily arrange the first animation to be after back in (and many different ways); It's the moment to start another animation Or, create a single grouped animation that does two animations in succession.

This is your choice - your only option If you feel that it is difficult to reconcile with your code, then it is because you created your code incorrectly Rearchitect Do not use this framework, fight


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