I am working on an interactive, animated scene. I want all touches on the scene to be disabled on entry. Then, once the objects (which are subclassed nodes) in the scene finish rotating/moving, I want to re-enable all touches on the screen to allow interaction. I have disabled user interaction using this code:
override func didMove(to view: SKView) {
setupNodes()
view?.isUserInteractionEnabled = false
spinLocations()
}
This is the code, within the scene file, for spinLocations:
func spinLocations() {
var allLocationArrays = [[String : CGPoint]]()
var previousArray = hiddenLocationPositions
for _ in 0...SearchConstant.numSpins {
let freshArray = generateNewLocationArray(previous: previousArray)
allLocationArrays.append(freshArray)
previousArray = freshArray
}
for (item, _) in hiddenLocationPositions {
let node = fgNode.childNode(withName: item) as! LocationNode
node.spin(position: allLocationArrays) // this is function below
}
hiddenLocationPositions = previousArray
}
This is the code for the animations in the node class:
func spin(position: [[String : CGPoint]]) {
var allActions = [SKAction]()
for array in position {
let action = SKAction.move(to: array[self.name!]!, duration: 2.0)
allActions.append(action)
}
let allActionsSeq = SKAction.sequence(allActions)
self.run(SKAction.sequence([SKAction.wait(forDuration: 5.0), allActionsSeq, SKAction.run {
self.position = position[position.count - 1][self.name!]!
},]))
}
This is the code for passing back the touches to the main scene from this class:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let parent = self.parent else { return }
}
As you can see, touch is not disabled here.
I do not want to add a "waitForDuration" SKAction to the runBlock to change the view status after the previous action; I want the program to determine when the animations are finished executing and then re-enable touches.
In order to do this, I theorised using a completion handler might work, but it only re-enables touches immediately (e.g. handling a handler to spin causes the touches to be detected again). Previously, I also tried to disable the view in the runBlock, but of course, that is run instantaneously. How do I ensure that the touches are re-detected following the animation without using "waitForDuration."?
userInteractionEnabled = falseon that custom node? - Whirlwind