For example, my game has a time countdown, and after time count to 0, I will call pauseSchedulerAndActions to pause all the timer and actions.
And I also have some animation want to play after player touch some sprites. Something like player touch and delay 0.5s, I play the bomb animation.
What I implemented this delay animation is a scheduler after 0.5s and perform a function call.
At very extremely situations, the 0.5s delay scheduler will be executed after time count to 0, that’s mean after pauseSchedulerAndActions, and I will get an assert like I said above.
I don’t know if this is my logic problem or there is something I check before I call the 0.5s delay scheduler ?
If the answer is yes, please show me some informations about that, I will be very appreciated.
Thank you again, and sorry for my poor description again. \^\^