Thanks a lot. Even though it looks confusing at first sight, I think this is actually much clearer than to do the same thing with the selector method. At least I have the code presented in a linear fashion.
Thanks! – n. Evermind Apr 1 at 10:21 1 Blocks mean you don't have to store animation-state at the class level which generally leads to spaghetti code.
– Max Howell Apr 1 at 11:56.
We created a component for chaining animation steps declaratively using blocks (CPAnimationSequence on Github). It gives you very readable code, something like this: CPAnimationSequence sequenceWithSteps: CPAnimationStep for:0.25 animate:^{ self.imageView. Alpha = 0.0; }, CPAnimationStep for:0.25 animate:^{ self.headline.
Alpha = 0.0; }, CPAnimationStep for:0.25 animate:^{ self.content. Alpha = 0.0; }, CPAnimationStep after:1.0 for:0.25 animate:^{ self.headline. Alpha = 1.0; }, CPAnimationStep for:0.25 animate:^{ self.content.
Alpha = 1.0; }, nil runAnimated:YES; Compared to the usual block-based approach (described well by Max), it has the advantage of matching the intent and its representation: a linear sequence of steps to animate. We elaborated on this topic in an article on our iOS development blog.
I may be mistaken, but the post doesn't really suggest anything else than i've already found out, i.e. To do it with the selector method. – n.
Evermind Apr 1 at 10:17.
I'm wondering what the best way is to implement a series of different animations. Now I could to this, but it somehow feels cumbersome and weird to me. And then I could do the same in Animation2, i.e.
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