there.
in iOS app, Core animation callback don't work.
- (void)startAnim {
CABasicAnimation* anim = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
anim.fromValue = startAngle;
anim.toValue = endAngle;
anim.duration = 2;
anim.delegate = self;
[self.target addAnimation:anim forKey:nil]; // self.target is CALayer instance, it's sublayer of Custom UIView
}
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag {
[self.target setValue:@(endAngle) forKeyPath:@"transform.rotation.z"];
}
But animationDidStop never be called. If I change the code like as following, completion blocked is called.
- (void)startAnim {
CABasicAnimation* anim = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
anim.fromValue = startAngle;
anim.toValue = endAngle;
anim.duration = 2;
anim.delegate = self;
[CATransaction begin];
[CATransaction setCompletionBlock:^{
[self.target setValue:@(endAngle) forKeyPath:@"transform.rotation.z"];
}];
[self.target addAnimation:anim forKey:nil];
[CATransaction commit];
}
But I don't want to use CATransaction. Why is not animationDidStop called?
Update: There is a way to set final value like as
- (void)startAnim {
CABasicAnimation* anim = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
anim.fromValue = startAngle;
anim.toValue = endAngle;
anim.duration = 2;
anim.delegate = self;
[self.target setValue:@(endAngle) forKeyPath:@"transform.rotation.z"];
[self.target addAnimation:anim forKey:nil];
}
But final assignment should be done when the animation is finished. Because there are multiple dynamic animations of layer, so I don't know final value.
I found the reason why animationDidStop is not called.
Because animation was added in loop of other thread,
So I fixed like as following.
Last year I use animation of UIView instead CABasicAnimation, but if my memory does not fail you have to set endAngle befor add animation, so try this:
UPD:
You are setting
anim.toValue = endAngle;
before start animation, so its not good that end value changes after animation complete. Anyway you can set it again inanimationDidStop
To me it sounds like you dont want the animation to reset its position, this is quite simple and achieved with a couple lines of code when setting up the animation.
It can be easily placed in your code like such:
anim.fillMode = kCAFillModeForwards; anim.removedOnCompletion = NO;
What this means is when your animation has finished it will remain at the end and any further animations will be from that state.