Okey, I have been struggling this for a long time now.. Cant get it to work, and I know there is an easy solution that I cannot find.
I have a UIViewController displaying the main app. When it launches there is two containerViews overlaid that displays a count down for the app to start. Countdown is done, and the "overlay" viewcontrollers are removed from superview.
BUT, I need to call the function to remove VC from superview and start the app in the main UIViewController. But I am not able to trigger this function from the separate "overlay" UIView..
If I make an instance of the UIViewController to trigger the startGame() function it works, but then all the labels return nil, and the app crashes.. I believe this is because the UIViewController is triggered twice?
A lot of explaining here.. I will try to show some outtakes in code:
Main UIViewController:
class DMStartVC: UIViewController {
.....
func startGame() {
self.view.viewWithTag(100)?.removeFromSuperview()
self.view.viewWithTag(101)?.removeFromSuperview()
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(DMStartVC.update), userInfo: nil, repeats: true)
UITimer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(DMStartVC.UIUpdate), userInfo: nil, repeats: true)
}
....
}
The UIView handling the "overlay" container views:
class countdown: UIView {
let dmStartVC = DMStartVC()
...
//when animation is done:
dmStartVC.startGame()
}
This causes crash because all labels in the UIViewController is nil. How can I reach that .startGame() function?
Only way I have been able to solve this is adding a timer inside the DMStartVC to trigger .startGame()... But that is not a good solution as the timer has to trigger at the exact time the countdown ends.. and it never does.