I am quite new to the SceneKit development. I am writing my game which has some complex SCNActions logic. By complex I mean that there are SCNActions, which run other actions in their completion handler block, so it is be something like this:
SCNAction.runAction(..., completionHandler -> {
SCNAction.runAction(..., completionHandler -> {
SCNAction.runAction (..., completionHandler -> {
SCNAction.runAction (..., completionHandler -> {
})
})
})
})
Then I have to stop a user interactions in some cases if some actions are completed and I am not able to do this, still my logic is not correct and there are errors in the game.
Could you tell me please is it a valid approach or should I avoid using SCNActions at all?