Desired behavior is: when an action is removed from a node (with removeAction(forKey:)
for instance) it stops to animate and all the changes caused by action are discarded, so the node returns back to pervious state. In other words, I want to achieve behavior similar to CAAnimation
.
But when a SKAction
is removed, the node remains changed. It's not good, because to restore it's state I need to know exactly what action was removed. And if I then change the action, I also will need to update the node state restoration.
Update:
The particular purpose is to show possible move in a match-3 game. When I show a move, pieces start pulsating (scale
action, repeating forever). And when the user moves I want to stop showing the move, so I remove the action. As the result, pieces may remain downscaled. Later I would like to add more fancy and complicated animations, so I want to be able to edit it easily.
Thanks to the helpful comment and answer I came to my own solution. I think the state machine would be bit too heavy here. Instead I created a wrapper node, which main purpose is run the animation. It also has a state: isAimating
property. But, first of all, it allows to keep startAnimating()
and stopAnimating()
methods close to each other, incapsulated, so it's more difficult to mess up.
class ShowMoveAnimNode: SKNode {
let animKey = "showMove"
var isAnimating: Bool = false {
didSet {
guard oldValue != isAnimating else { return }
if isAnimating {
startAnimating()
} else {
stopAnimating()
}
}
}
private func startAnimating() {
let shortPeriod = 0.2
let scaleDown = SKAction.scale(by: 0.75, duration: shortPeriod)
let seq = SKAction.sequence([scaleDown,
scaleDown.reversed(),
scaleDown,
scaleDown.reversed(),
SKAction.wait(forDuration: shortPeriod * 6)])
let repeated = SKAction.repeatForever(seq)
run(repeated, withKey: animKey)
}
private func stopAnimating() {
removeAction(forKey: animKey)
xScale = 1
yScale = 1
}
}
Usage: just add everything that should be animated to this node. Works well with simple animations, like: fade, scale and move.