Se7eN
10/20/2020, 4:04 PMtransitionDefinition<StoryState>{
state(StoryState.START) {
this[progress] = 0f
}
state(StoryState.END) {
this[progress] = 1f
}
transition(StoryState.START to StoryState.END) {
progress using tween(5000, delayMillis = 500, easing = LinearEasing)
}
}
I'd like to pause and resume the transition on a certain event. I guess we can't do that so what can I do?Yann Badoual
10/20/2020, 4:38 PMDoris Liu
10/20/2020, 9:36 PMAnimationClock
is probably the only way to achieve that, since transition
composable isn't designed to be used imperatively. We may provide a lower set of APIs support imperative use of TransitionAnimation
some time in the future. But for now, I'd recommend using animatedFloat
(aka the imperative API for single value animation) for this use case. 🙂Se7eN
10/21/2020, 11:52 AMManualAnimationClock
I'll try using itBaseAnimationClock
but it looks like dispatchTime
is internal. Am I doing something wrong? @Doris LiuDoris Liu
10/21/2020, 6:04 PMManualAnimationClock
for the dispatching - when you change the clockTimeMillis
(conditionally based on whether you need to pause the animation) , ManualAnimationClock
will automatically dispatch the new time you set to the animations subscribed to it. 🙂 This does require some wire-up for your ManualAnimationClock
to observe the time change during a normal run.Se7eN
10/21/2020, 6:11 PMManualAnimationClock
. Thanks 🙂Doris Liu
10/21/2020, 6:16 PM