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The state of an animator is being updated after calling its completion block, resulting in being incorrect in said completion block.
This is major issue when you want to share a completion block with multiple animators with different settling times, and execute some logic after all animators have completed.
For example:
letfirstAnimator=SpringAnimator<CGFloat>(...)letsecondAnimator=SpringAnimator<CGRect>(...)letsharedCompletion={
guard case .ended = firstAnimator.state, case .ended = secondAnimator.state // Will never be satisfiedelse{return}print("Both animations are finished.")}
firstAnimator.completion ={ completion in
guard case .finished = completion else{return}// (firstAnimator.state == .ended) → false 😭sharedCompletion()}
secondAnimator.completion ={ completion in
guard case .finished = completion else{return}// (secondAnimator.state == .ended) → false 😭sharedCompletion()}
I understand that you don't accept contributions yet so I haven't opened a pull request, but if you change your mind, I don't mind opening one!
I forked the project and fixed the issue in the meantime.
Thanks again for this delightful animation engine, I love it!
The text was updated successfully, but these errors were encountered:
Hi 👋
The state of an animator is being updated after calling its completion block, resulting in being incorrect in said completion block.
This is major issue when you want to share a completion block with multiple animators with different settling times, and execute some logic after all animators have completed.
For example:
I understand that you don't accept contributions yet so I haven't opened a pull request, but if you change your mind, I don't mind opening one!
I forked the project and fixed the issue in the meantime.
Thanks again for this delightful animation engine, I love it!
The text was updated successfully, but these errors were encountered: