I'm animating a view to move as the user pans the screen. I have kept a threshold after which the view will animate to a default position.
The problem currently is that the completion handler of the animate method which resets the view to a position is called before the duration. The animation seems to be happening abruptly instead of over a duration of time.
// Pan gesture selector method
@objc func panAction(for panGesture: UIPanGestureRecognizer) {
switch panGesture.state {
case .began:
//Began code
case changed:
if (condition) {
print("IF")
//Change constraint constant of customView
animate(view: customView)
} else if (condition) {
print("ELSE IF")
//Change constraint constant of customView
animate(view: customView)
} else {
//Change constraint constant of customView
print("ELSE")
view.layoutIfNeeded()
}
case .ended:
//Ended code
default:
break
}
}
The animate method:
func animate(view: UIView) {
UIView.animate(withDuration: 3, delay: 0, options: .curveEaseOut, animations: {
view.layoutIfNeeded()
}, completion: { (finished) in
if finished {
flag = false
}
})
}
The flag is being set immediately rather than after 3 seconds.
The o/p i get while panning and crossing threshold.
ELSE
ELSE
ELSE
ELSE
IF
Edit: I am an idiot. I did not call layoutIfNeeded()
on the superView.
I solved this. I was not calling layoutIfNeeded
on the superview.