I have a problem with animation as I want the same animation with different end points, to be called upon finishing the previous animation and to be executed smoothly without slight stop.
Let me elaborate with a sample code and comments.
Func animate()
{
Start animation(completionHandler: {
If condition is true
Repeat the animation and check after it finishes
}
}
but the problem with this code is that, between finishing the first animation and starting another one, there will be a split second stop which is not smooth movement. For example, I have a view on zero point to move with animation to point A (x:100,y:100), and then it will receive point B (x:500, y:900), after it reaches point A it will stop a split second then move to point B. Since the points are Dynamic, I cannot know if there is a new point or not, and if I did i will not know the coordinates beforehand, so I need to keep the logic dynamic and keeps the animation smooth between points.
I tried many logics and results were not the thing I wanted. problems I faced toward a smooth queued animation are:
I tried UIView.animate in the following:
a. I tried setting an animation duration let's say 2 sec, then after it finishes, it calls animation again within completion hander/closure/block, but it will result in a less than second stop between the two animations.
b. I tried to start 2 animations, the second is delayed with the exact duration go the first animation, but results also brief stop between 2 animations.
2.I tried animation with keyframes, but since I don't know all animations in advance, this won't work.
Can you help please with my approach toward a smooth dynamic animation?