I'm using UIViewPropertyAnimator to run an array interactive animations, and one issue I'm having is that whenever the I reverse the animations I can't run the animations back forward again.
I'm using three functions to handle the animations in conjunction with a pan gesture recognizer.
private var runningAnimations = [UIViewPropertyAnimator]()
private func startInteractiveTransition(gestureRecognizer: UIPanGestureRecognizer, state: ForegroundState, duration: TimeInterval) {
if runningAnimations.isEmpty {
animateTransitionIfNeeded(gestureRecognizer: gestureRecognizer, state: state, duration: duration)
}
for animator in runningAnimations {
animator.pauseAnimation()
animationProgressWhenInterrupted = animator.fractionComplete
}
}
private func animateTransitionIfNeeded(gestureRecognizer: UIPanGestureRecognizer, state: ForegroundState, duration: TimeInterval) {
guard runningAnimations.isEmpty else {
return
}
let frameAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 1) {
switch state {
case .expanded:
// change frame
case .collapsed:
// change frame
}
}
frameAnimator.isReversed = false
frameAnimator.addCompletion { _ in
print("remove all animations")
self.runningAnimations.removeAll()
}
self.runningAnimations.append(frameAnimator)
for animator in runningAnimations {
animator.startAnimation()
}
}
private func updateInteractiveTransition(gestureRecognizer: UIPanGestureRecognizer, fractionComplete: CGFloat) {
if runningAnimations.isEmpty {
print("empty")
}
for animator in runningAnimations {
animator.fractionComplete = fractionComplete + animationProgressWhenInterrupted
}
}
What I've noticed is after I reverse the animations and then call animateTransitionIfNeeded, frameAnimator is appended to running animations however when I call updateInteractiveTransition immediately after and check runningAnimations, it's empty.
So I'm led to believe that this may have to do with how swift handles memory possibly or how UIViewAnimating completes animations.
Any suggestions?