在我的主屏幕中,我有一个startGame按钮,按下该按钮时应设置动画(sender.pulsate()),然后还要更改viewController:
@IBAction func newGamePressed(_ sender: UIButton) {
currentScore = 0
timeRemaining = 60
visualTime = "01:00"
sender.pulsate()
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let viewController = storyboard.instantiateViewController(withIdentifier: "firstLevel")
self.present(viewController, animated: false, completion: nil)
}
但是,新的viewController会立即显示,而不是等待脉动动画发生(脉动动画确实起作用)。
我知道这与没有自上而下读取代码有关,但是我可以添加些什么来告诉xcode在另一个代码之前运行?
谢谢!
ps。这是相关的脉动代码:
func pulsate() {
let pulse = CASpringAnimation(keyPath: "transform.scale")
pulse.duration = 0.6
pulse.fromValue = 0.95
pulse.toValue = 1.0
pulse.autoreverses = true
pulse.repeatCount = 2
pulse.initialVelocity = 0.5
pulse.damping = 1.0
layer.add(pulse, forKey: nil)
}
答案 0 :(得分:2)
您的动画的时长为0.6
秒。在那之后出现ViewController
您可以为您的pulsate
方法创建完成方式,该完成方式在动画结束后执行
func pulsate(duration: CFTimeInterval, _ completion: @escaping ()->()) {
...
pulse.duration = duration
...
DispatchQueue.main.asyncAfter(deadline: .now() + duration) {
completion()
}
}
您可以为completion
方法创建pulsate
,该方法在CAAnimation
结束后执行。为此,您可以使用CATransaction
的完成框
func pulsate(duration: CFTimeInterval, _ completion: @escaping ()->()) {
CATransaction.begin()
...
pulse.duration = duration
...
CATransaction.setCompletionBlock {
completion()
}
CATransaction.commit()
}
sender.pulsate(duration: 0.6) {
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let viewController = storyboard.instantiateViewController(withIdentifier: "firstLevel")
self.present(viewController, animated: false, completion: nil)
}
答案 1 :(得分:1)
只需对我们的动画使用完成方法,没有计时器延迟。
func pulsate() {
let pulse = CASpringAnimation(keyPath: "transform.scale")
pulse.duration = 0.6
pulse.fromValue = 0.95
pulse.toValue = 1.0
pulse.autoreverses = true
pulse.repeatCount = 2
pulse.initialVelocity = 0.5
pulse.damping = 1.0
layer.add(pulse, forKey: nil)
CATransaction.setCompletionBlock {
print("animation done")
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let viewController = storyboard.instantiateViewController(withIdentifier: "firstLevel")
self.present(viewController, animated: false, completion: nil)
}
}
答案 2 :(得分:1)
也可以使用performSelector
@IBAction func didTapButton(_ sender: UIButton) {
let animationDuration = 0.6
sender.pulsate(duration:animationDuration)
//Invoke method after particular delay on current thread
self.perform(#selector(navigateToViewController), with: nil, afterDelay: animationDuration)
}
@objc func navigateToViewController() {
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let viewController = storyboard.instantiateViewController(withIdentifier: "NewViewControllerID") as! NewViewController
self.present(viewController, animated: false, completion: nil)
}
脉冲代码
func pulsate(duration: Double) {
let pulse = CASpringAnimation(keyPath: "transform.scale")
pulse.duration = duration
pulse.fromValue = 0.95
pulse.toValue = 1.0
pulse.autoreverses = true
pulse.repeatCount = 2
pulse.initialVelocity = 0.5
pulse.damping = 1.0
layer.add(pulse, forKey: nil)
}
答案 3 :(得分:0)
使用asyncAfter
和[weak self]
来删除保留周期的另一种方法,
DispatchQueue.main.asyncAfter(deadline: .now() + 0.6) { [weak self] in
self?.present(viewController, animated: false, completion: nil)
}