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Home/ Questions/Q 7978265
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Editorial Team
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Editorial Team
Asked: June 4, 20262026-06-04T09:26:41+00:00 2026-06-04T09:26:41+00:00

I’m trying to loop over multiple UIViews and perform animation on each, but I’d

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I’m trying to loop over multiple UIViews and perform animation on each, but I’d like to know when all of the animations have finished. What is the best way to call a function when the loop of animations has finished? Alternately, is there a way to wait until all have finished?

I tried using setAnimationDidStopSelector, but it doesn’t fire. In this case, I’m clearing some “chips” off a game board by having them fade out then get removed (NumberedChipView is a subclass of UIView). Play cannot continue until the chips are off the board.

[UIView beginAnimations:nil context:nil]; 
[UIView setAnimationDelegate: self];
[UIView setAnimationDidStopSelector:@selector(animationDidStop)]; 

// clear chips 
for (HexagonalTile *aTile in tilesToClear) {

    NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];

    [UIView animateWithDuration:0.5 delay:0.3 options:UIViewAnimationCurveLinear animations:^{
        chipView.alpha = 0.0; 
    } 
        completion:^(BOOL finished){

         if (finished) {

             [chipView removeFromSuperview]; 
             [self.chipViews removeObject:chipView];

         }
     }]; 
}

[UIView commitAnimations]; 

I also tried CATransaction to no avail:

[CATransaction begin];  

[CATransaction setCompletionBlock:^{
    [self animationFinished]; 
}];  

// clear chips 
for (HexagonalTile *aTile in tilesToClear) {

    NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];

    [UIView animateWithDuration:0.5 delay:0.3 options:UIViewAnimationCurveLinear animations:^{
        chipView.alpha = 0.0; 
    } 
        completion:^(BOOL finished){

         if (finished) {

             [chipView removeFromSuperview]; 
             [self.chipViews removeObject:chipView];

             //NSLog(@"clearing finished"); 
         }
     }]; 
}

[CATransaction commit]; 

Update:

I now can get the selector to fire, however it doesn’t wait for the loop of animations to finish.

[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:)];
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-04T09:26:43+00:00Added an answer on June 4, 2026 at 9:26 am

    Here’s what ended up working for me. I realized that the UIView animateWithDuration methods weren’t being associated to the begin/commit section. Rather, the begin/commit sections mark a region of “implicit” animation operations, so I could just set the properties within the animation and it would be implicitly animated.

    For example, within the animation below, I simply set the alpha property of the chipView to “0.0” and the chipView (a UIView) is implicitly animated to disappear.

    [UIView beginAnimations:@"tilescleared" context:nil]; 
    [UIView setAnimationDelegate: self];
    [UIView setAnimationDelay:0.3]; 
    [UIView setAnimationDuration:0.5]; 
    [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; 
    
    for (HexagonalTile *aTile in tilesToClear) {
    
        NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];
    
        chipView.alpha = 0.0; 
    
    }
    
    [UIView commitAnimations];
    

    Then, in my animationDidStop method, I do the “cleanup” and remove and chips from the superview. This animationDidStop method only gets fired when all chipView animations from the loop have finished, which is the tricky thing I was trying to figure out.

    - (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context 
    {
    
        if ([animationID isEqualToString:@"tilescleared"]
                      && [finished boolValue]) {
    
           for (HexagonalTile *aTile in self.animationInfo.tilesToClear) {
    
               NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];
    
               [chipView removeFromSuperview]; 
               [self.chipViews removeObject:chipView];
           }
    
       }
    
    }
    
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