This issue could be solved by adding boolean variable, IF Statement along with a DispatchQueue function to prevent another animation from occurring until the current animation has finished.
import UIKit
var animation_active = false
let animation_duration = 2 //For easy maintenance
func swipe_down() {
if animation_active == false {
animation_active == true
//Animation code goes here. Variable 'animation_active' should be used when performing the animation for easy matinence
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(animation_duration), execute: {
animation_active = false
})
}
}
func swipe_up() { //This is exactly the same as swipe_up. Yet it will prevent the swipe animation from occuring when the swipe down animation is occuruing thanks to the variable 'animation_active'
if animation_active == false {
animation_active == true
//Animation code goes here. Variable 'animation_active' should be used when performing the animation for easy matinence
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(animation_duration), execute: {
animation_active = false
})
}
}