I have a WaveView which is just a sine wave and a rectangle. To make it act like a real wave, I need it to translate unstoppably. So I wrote a Wave view and added an animation on offset with a timer in .onAppear. (I've already tried .animation(.linear(duration: 3).repeatForever(autoreverses: false), value: offset) but that has the same issue)
Then, as soon as the Wave view appears, it keeps moving like a wave. Everything works fine.
Then I want to add another animation to the variable progress so that I can animate the progress change as well.
What I expect is that the wave keeps moving and the progress (the height of the blue part that we can see) goes up with an animation. But as soon as the progress changes, the animation on progress gets performed but the wave animation stops, until the timer fires for the next time.
What should I do to keep the wave animation while animating progress?
p.s. Things gets worse with .animation(.linear(duration: 3).repeatForever(autoreverses: false), value: offset) since there's no timer, and I only change offset once, so once this animation gets interrupted, the wave just never start moving again.
struct WaveView: View {
var waveHeight: CGFloat
var body: some View {
GeometryReader { global in
Path { path in
let width = global.size.width
path.move(to: CGPoint(x: width*2.0, y: waveHeight))
path.addLine(to: CGPoint(x:width*2.0,y: global.size.height))
path.addLine(to: CGPoint(x:0,y:global.size.height))
path.addLine(to: CGPoint(x:0,y: waveHeight))
var points = [CGPoint]()
for angle in stride(from: 0, through: 180.0*4, by: 1) {
let radian = angle * .pi / 180
let cosValue = cos(radian)
let x = CGFloat(angle) * global.size.width / 360
let y = (1+cosValue) * waveHeight / 2
points.append(CGPoint(x: x, y: y))
}
path.addLines(points)
}
.fill(.blue.opacity(0.5))
}
}
}
struct Wave: View {
init(progress: Binding<Float>, waveHeight height: CGFloat = 200) {
waveHeight = height
self._progress = progress
}
var waveHeight: CGFloat
@Binding var progress: Float
@State var offset: CGFloat = 0
@State var timer: Timer?
var body: some View {
GeometryReader { global in
ZStack(alignment: .bottom) {
WaveView(waveHeight: waveHeight)
.onAppear {
timer = .scheduledTimer(withTimeInterval: 3, repeats: true, block: { _ in
if offset >= 1 {
offset = 0
}
withAnimation(.linear(duration: 3)) {
offset += 1
}
})
timer?.fire()
}
.onDisappear {
timer?.invalidate()
timer = nil
}
}
.frame(width: global.size.width, height: global.size.height)
.position(x: global.size.width * (0.5-offset),y: global.size.height/2)
.offset(y:CGFloat(1-progress)*global.size.height)
.animation(.easeInOut(duration: 0.4), value: progress)
}
}
}
struct TestView: View {
@State var progress: Float = 0.6
var body: some View {
ZStack{
Wave(progress: $progress, waveHeight: 35)
.edgesIgnoringSafeArea(.all)
VStack {
Stepper("progress: \(progress.description)",value: $progress, in: 0.0...1.0, step: 0.2)
.padding(.horizontal,40)
}
}
}
}
#Preview {
TestView()
}
wave animation that gets interrupted by animation on progress


VStackcould be used to join them into one view. Also, suggest using padding or frame height to grow the progress, instead of offset.