watchOS 2 does not have any kind of completion block in its animateWithDuration function. I'm working on a game that requires running code after an animation is completed. Are there any work arounds? Perhaps using key-value observation? The alternative would be to use a timer but that's non-ideal for obvious reasons.
animateWithDuration lacks completion block, WatchOS 2
There is a mention of using GCD to do it 26 minutes into the Layout and Animations video:
https://developer.apple.com/videos/wwdc/2015/?id=216
They don't go into details of how to do it, but if Apple mention it than it should be possible. I guess it involves using a queue, and somehow relying on the code block that starts the animation not completing until the animation completes (although I'm not sure how to do that without a completion handler on the animation), which then allows the next code block to execute. That's just a guess though.
Has anyone figured out how to do this yet? I have tried using NSOperations and GCD and have failed to do so. If anyone has found a way to do this, it would be very helpful.