I am adding UIViews to a superview in the following loop:
int xValue = 0 ;
int yValue = 10;
for (NSString *element in characters) {
UIView *newCharView = [[MyChar alloc] initWithFrame:CGRectMake(xValue,yValue,100,100)];
[(MyChar *)newCharView initLayers:element];
[[self view] addSubview:newCharView];
[newCharView autorelease];
if (xValue <= 240) {
xValue+=22;
} else {
xValue = 0;
yValue += 22;
}
}
MYChar contains a 开发者_StackOverflow中文版method which fires an animation. I want the method to be called sequentially in my loop with a delay of, say, 0.2 seconds. How can I achieve this? I tried delaying the animation itself but obviously just get the same delay in all the UIViews.
You could try using something like this:
int xValue = 0 ;
int yValue = 10;
double delay = 0.2;
for (NSString *element in characters) {
UIView *newCharView = [[MyChar alloc] initWithFrame:CGRectMake(xValue,yValue,100,100)];
[self performSelector:@selector(delayedInitView:) withObject:element afterDelay:delay];
if (xValue <= 240) {
xValue+=22;
} else {
xValue = 0;
yValue += 22;
}
delay += 0.2;
}
-(void) delayedInitView: (id) element {
[(MyChar *) newCharView initLayers: element];
[[self view] addSubview: newCharView];
[newCharView autorelease];
}
You will have to experiment with that, as I don't know what exactly you are trying to achieve.
EDIT: Ouch, it's definitely not a good way to go with such a large amount of views. You could try using one background loop to init all of them. I would definitely have to think it over a lil more if I personally faced that problem, but here's a simple suggestion, you will have to tune it to your needs and probably take care of its thread/memory management safety:
[self performSelectorInBackground:@(backgroundInitViews:) withObject:characters]
-(void) backgroundInitViews: (NSArray*) elements {
NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
int xValue = 0 ;
int yValue = 10;
for (NSString *element in elements) {
UIView *newCharView = [[MyChar alloc] initWithFrame:CGRectMake(xValue,yValue,100,100)];
[(MyChar *) newCharView initLayers: element];
[[self view] addSubview: newCharView];
[newCharView autorelease];
if (xValue <= 240) {
xValue+=22;
} else {
xValue = 0;
yValue += 22;
}
[NSThread sleepForTimeInterval:0.2];
}
[pool drain];
}
Give this a try:
[self performSelector:@selector(postAnimationMethod) withObject:self afterDelay:0.2];
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