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How to let an animation finish before the next userinput is allowed

I have some UIImageViews and when the user is touching, an animation with a certain duration starts. A trigger counts ++ and with the next touch another animation starts to play. But if the user touches to fast or make a doubletouch the first animation does not finish until the last frame. I tried the "sleep()" command, but it does not work.

    #pragma mark HenneAnimation
    if([touch view] == ani_Henne){

        //trigger strats with zero
        switch (trigHenne) {
            case 0:
//firstanimation 1 sec
                ani_Henne.animationImages = [NSArray arrayWithObjects:
                                             [UIImage imageNamed:@"ani_Henne01.png"],
                                             [UIImage imageNamed:@"ani_Henne01.png"],
                                             [UIImage imageNamed:@"ani_Henne02.png"],
                                             [UIImage imageNamed:@"ani_Henne01.png"],
                                             [UIImage imageNamed:@"ani_Henne01.png"],nil];


                ani_Henne.animationDuration = 1;
                ani_Henne.animationRepeatCount = 1;
                [ani_Henne startAnimating];
                [self.view addSubview:ani_Henne];

                trigHenne++;
                break;

            case 1:
//second animation 1 sec                
                ani_Henne.animationImages = [NSArray arrayWithObjects:

                                             [UIImage imageNamed:@"ani_Henne03.png"],
                                             [UIImage imageNamed:@"ani_Henne05.png"],
                                             [UIImage imageNamed:@"ani_Henne03.png"],
                                             [UIImage imageNamed:@"ani_Henne03.png"],
                                             [UIImage imageNamed:@"ani_Henne04.png"],
                                             [UIImage imageNamed:@"ani_Henne05.png"],
                                             [UIImage imageNamed:@"ani_Henne03.png"],nil];              
                ani_Henne.animationDuration = 3;
                ani_Henne.animationRepeatCount = 1;
            [ani_Henne startAnimating];
                [self.view addSubview:ani_Henne];

                trigHenne++;

                break;

            case 2:
                [self.view bringSubviewToFront:ani_Henne];

                ani_Henne.animationImages = [NSArray arrayWithObjects:
                                             [UIImage imageNamed:@"ani_Henne06.png"],
                                             [UIImage imageNamed:@"ani_Henne07.png"],
                                             [UIImage imageNamed:@"ani_Henne06.png"],
                    开发者_StackOverflow中文版                         [UIImage imageNamed:@"ani_Henne06.png"],
                                             [UIImage imageNamed:@"ani_Henne08.png"],
                                             [UIImage imageNamed:@"ani_Henne08.png"],
                                             [UIImage imageNamed:@"ani_Henne09.png"],
                                             [UIImage imageNamed:@"ani_Henne08.png"],
                                             [UIImage imageNamed:@"ani_Henne09.png"],
                                             [UIImage imageNamed:@"ani_Henne08.png"],
                                             [UIImage imageNamed:@"ani_Henne07.png"],
                                             [UIImage imageNamed:@"ani_Henne08.png"],
                                             [UIImage imageNamed:@"ani_Henne09.png"],
                                             [UIImage imageNamed:@"ani_Henne08.png"],nil];

                ani_Henne.animationDuration = 2.75;
            ani_Henne.animationRepeatCount = 1;
                [ani_Henne startAnimating];
                [self.view addSubview:ani_Henne];

                trigHenne++;
                break;
            case 3:
                trigHenne=0;
// etc. animations
                break;
            default:
                break;  
        }       
    }


When you begin to animate set the userinteraction disabled, and when you are done, reenable it like:

yourImageView.userInteractionEnabled = NO;

yourImageView.userInteractionEnabled = YES;

you could also delay the enabling with

...
[self performSelector:@selector(enable) withObject:yourImageView afterDelay:1.0];
...


-(void)enable
{
yourImageView.userInteractionEnabled = YES
}


Using UIApplications beginIgnoringInteractionEvents and endIgnoringInteractionEvents might help you, when begin is called UI interaction events from user are ignored, here is a reference UIApplication ref

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