scrolling collection view will stop other animation even with allowUserInterAction in swift 4





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I have a collection view and an ImageView open the top of that - the image view will show many images (each image will show 1 second then show another image) with animations the problem is that when I scrolling collection view the animation will stop
I used even userInterAction But again I have this problem here is the code for animation for changing the images



extension UIView {
@objc func changeImageWithAnimation(imageShow : UIImageView , newImage : UIImage , time : Double) {
UIView.transition(with: imageShow,duration: time,options: .allowUserInteraction ,animations: {
imageShow.image = newImage
},completion: nil)
}
}


and here is the timer code that will execute each second to change Images



@objc func changeImagesRandomly() {
self.view.changeImageWithAnimation(imageShow: self.themeImage, newImage: UIImage(named: "(self.themeImages[randomImageIndex])")!, time: 0.4 )
randomImageIndex = randomImageIndex + 1
if randomImageIndex > 4 {
randomImageIndex = 0
}
}









share|improve this question























  • Maybe try putting the imageView in another UIView as a container and calling layoutIfNeeded on that container.

    – Jevon718
    Nov 25 '18 at 16:04


















0















I have a collection view and an ImageView open the top of that - the image view will show many images (each image will show 1 second then show another image) with animations the problem is that when I scrolling collection view the animation will stop
I used even userInterAction But again I have this problem here is the code for animation for changing the images



extension UIView {
@objc func changeImageWithAnimation(imageShow : UIImageView , newImage : UIImage , time : Double) {
UIView.transition(with: imageShow,duration: time,options: .allowUserInteraction ,animations: {
imageShow.image = newImage
},completion: nil)
}
}


and here is the timer code that will execute each second to change Images



@objc func changeImagesRandomly() {
self.view.changeImageWithAnimation(imageShow: self.themeImage, newImage: UIImage(named: "(self.themeImages[randomImageIndex])")!, time: 0.4 )
randomImageIndex = randomImageIndex + 1
if randomImageIndex > 4 {
randomImageIndex = 0
}
}









share|improve this question























  • Maybe try putting the imageView in another UIView as a container and calling layoutIfNeeded on that container.

    – Jevon718
    Nov 25 '18 at 16:04














0












0








0








I have a collection view and an ImageView open the top of that - the image view will show many images (each image will show 1 second then show another image) with animations the problem is that when I scrolling collection view the animation will stop
I used even userInterAction But again I have this problem here is the code for animation for changing the images



extension UIView {
@objc func changeImageWithAnimation(imageShow : UIImageView , newImage : UIImage , time : Double) {
UIView.transition(with: imageShow,duration: time,options: .allowUserInteraction ,animations: {
imageShow.image = newImage
},completion: nil)
}
}


and here is the timer code that will execute each second to change Images



@objc func changeImagesRandomly() {
self.view.changeImageWithAnimation(imageShow: self.themeImage, newImage: UIImage(named: "(self.themeImages[randomImageIndex])")!, time: 0.4 )
randomImageIndex = randomImageIndex + 1
if randomImageIndex > 4 {
randomImageIndex = 0
}
}









share|improve this question














I have a collection view and an ImageView open the top of that - the image view will show many images (each image will show 1 second then show another image) with animations the problem is that when I scrolling collection view the animation will stop
I used even userInterAction But again I have this problem here is the code for animation for changing the images



extension UIView {
@objc func changeImageWithAnimation(imageShow : UIImageView , newImage : UIImage , time : Double) {
UIView.transition(with: imageShow,duration: time,options: .allowUserInteraction ,animations: {
imageShow.image = newImage
},completion: nil)
}
}


and here is the timer code that will execute each second to change Images



@objc func changeImagesRandomly() {
self.view.changeImageWithAnimation(imageShow: self.themeImage, newImage: UIImage(named: "(self.themeImages[randomImageIndex])")!, time: 0.4 )
randomImageIndex = randomImageIndex + 1
if randomImageIndex > 4 {
randomImageIndex = 0
}
}






ios uiimageview swift4 core-animation setuserinteractionenabled






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asked Nov 25 '18 at 8:50









Saeed RahmatolahiSaeed Rahmatolahi

47511128




47511128













  • Maybe try putting the imageView in another UIView as a container and calling layoutIfNeeded on that container.

    – Jevon718
    Nov 25 '18 at 16:04



















  • Maybe try putting the imageView in another UIView as a container and calling layoutIfNeeded on that container.

    – Jevon718
    Nov 25 '18 at 16:04

















Maybe try putting the imageView in another UIView as a container and calling layoutIfNeeded on that container.

– Jevon718
Nov 25 '18 at 16:04





Maybe try putting the imageView in another UIView as a container and calling layoutIfNeeded on that container.

– Jevon718
Nov 25 '18 at 16:04












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