SKAction has waiting for duration abilities, for a period of time on a node. And seems to perform actions on nodes. Like moveTo, etc.
If I don't want that, rather I'd prefer to call functions within GameScene after a period of time, how do I do that with SpriteKit in the GameScene, not on a Sprite or other Node?
Are SKActions the way to do this? The only way to do this?
Yes. This question IS that ridiculously simple. I lack the heuristics and terminology to find an answer. Just keep looping around on how SKAction waits are calls on SKSprites for things like scale, rotation, etc, after time. Which isn't want I want/need.
Update:
Desired outcome, inside GameScene
doSetupStuff() // does some stuff...
waitForAWhile() // somehow wait, perhaps do somethings in here, while waiting
doSomethingElse() // does this after the waitForAWhile has waited
UPDATE 2:
What I think happens, again, inside didMove(to view...)
func wait(){
let timeToPause = SKAction.wait(forDuration: 3)
run(timeToPause)
}
let wontwait = SKAction.wait(forDuration: 3)
run(wontwait)
thisFunction(willnot: WAIT"it starts immediately")
wait()
thisFunction(forcedToWait: "for wait()'s nested action to complete")
UPDATE 3:
Found a way to get the delay without using SKActions. It's a little crude and brutal, but makes more sense to me than SKActions, so far:
DispatchQueue.main.asyncAfter(deadline: .now() + 10.0) {
print("I waited ten seconds before printing this!")
}