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Action (libgdx API)
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com.badlogic.gdx.scenes.scene2d</FONT>
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<BR>
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Class Action</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.Action</B>
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</PRE>
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<DL>
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<DT><B>All Implemented Interfaces:</B> <DD><A HREF="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html" title="interface in com.badlogic.gdx.utils">Pool.Poolable</A></DD>
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</DL>
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<DL>
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<DT><B>Direct Known Subclasses:</B> <DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">AddAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/DelegateAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">DelegateAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/LayoutAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">LayoutAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/ParallelAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">ParallelAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/RemoveActorAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">RemoveActorAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/RunnableAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">RunnableAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/TouchableAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TouchableAction</A>, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/VisibleAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">VisibleAction</A></DD>
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</DL>
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<DL>
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<DT><PRE>public abstract class <B>Action</B><DT>extends java.lang.Object<DT>implements <A HREF="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html" title="interface in com.badlogic.gdx.utils">Pool.Poolable</A></DL>
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</PRE>
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<P>
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Actions attach to an <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor</CODE></A> and perform some task, often over time.
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<P>
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<P>
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<DL>
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<DT><B>Author:</B></DT>
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  <DD>Nathan Sweet</DD>
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</DL>
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<HR>
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<P>
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<!-- =========== FIELD SUMMARY =========== -->
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<A NAME="field_summary"><!-- --></A>
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Field Summary</B></FONT></TH>
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</TR>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>protected &nbsp;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#actor">actor</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;The actor this action is attached to, or null if it is not attached.</TD>
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</TR>
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</TABLE>
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&nbsp;
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<A NAME="constructor_summary"><!-- --></A>
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Constructor Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#Action()">Action</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TABLE>
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&nbsp;
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<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Method Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>abstract &nbsp;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)">act</A></B>(float&nbsp;delta)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Updates the action based on time.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getActor()">getActor</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getPool()">getPool</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()">reset</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Resets the optional state of this action to as if it were newly created, allowing the action to be pooled and reused.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()">restart</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the state of the action so it can be run again.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setActor(com.badlogic.gdx.scenes.scene2d.Actor)">setActor</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the actor this action will be used for.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setPool(com.badlogic.gdx.utils.Pool)">setPool</A></B>(<A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A>&nbsp;pool)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the pool that the action will be returned to when removed from the actor.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#toString()">toString</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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</TABLE>
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&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD>
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</TR>
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</TABLE>
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&nbsp;
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<P>
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<!-- ============ FIELD DETAIL =========== -->
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<A NAME="field_detail"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Field Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="actor"><!-- --></A><H3>
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actor</H3>
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<PRE>
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protected <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>actor</B></PRE>
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<DL>
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<DD>The actor this action is attached to, or null if it is not attached.
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<P>
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<DL>
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</DL>
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</DL>
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<!-- ========= CONSTRUCTOR DETAIL ======== -->
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<A NAME="constructor_detail"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Constructor Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="Action()"><!-- --></A><H3>
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Action</H3>
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<PRE>
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public <B>Action</B>()</PRE>
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<DL>
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</DL>
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<!-- ============ METHOD DETAIL ========== -->
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<A NAME="method_detail"><!-- --></A>
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Method Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="act(float)"><!-- --></A><H3>
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act</H3>
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<PRE>
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public abstract boolean <B>act</B>(float&nbsp;delta)</PRE>
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<DL>
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<DD>Updates the action based on time. Typically this is called each frame by <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><CODE>Actor.act(float)</CODE></A>.
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<P>
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<DD><DL>
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</DL>
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</DD>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>delta</CODE> - Time in seconds since the last frame.
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<DT><B>Returns:</B><DD>true if the action is done. This method may continue to be called after the action is done.</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="restart()"><!-- --></A><H3>
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restart</H3>
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<PRE>
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public void <B>restart</B>()</PRE>
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<DL>
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<DD>Sets the state of the action so it can be run again.
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<P>
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<DD><DL>
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</DL>
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</DD>
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<DD><DL>
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</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="getActor()"><!-- --></A><H3>
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getActor</H3>
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<PRE>
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public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getActor</B>()</PRE>
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<DL>
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<DD><DL>
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</DL>
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</DD>
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<DD><DL>
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<DT><B>Returns:</B><DD>null if the action is not attached to an actor.</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="setActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
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setActor</H3>
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<PRE>
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public void <B>setActor</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
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<DL>
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<DD>Sets the actor this action will be used for. This is called automatically when an action is added to an actor. This is also
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 called with null when an action is removed from an actor. When set to null, if the action has a <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setPool(com.badlogic.gdx.utils.Pool)"><CODE>pool</CODE></A>
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 then the action is <A HREF="../../../../../com/badlogic/gdx/utils/Pool.html#free(T)"><CODE>returned</CODE></A> to the pool (which calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()"><CODE>reset()</CODE></A>) and the pool is set to null.
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 If the action does not have a pool, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()"><CODE>reset()</CODE></A> is called.
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 <p>
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 This method is not typically a good place for a subclass to query the actor's state because the action may not be executed
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 for some time, eg it may be <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/DelayAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><CODE>delayed</CODE></A>. The actor's state is best queried in the first call to
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 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)"><CODE>act(float)</CODE></A>. For a <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><CODE>TemporalAction</CODE></A>, use TemporalAction#begin().
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<P>
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<DD><DL>
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</DL>
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</DD>
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<DD><DL>
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</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="reset()"><!-- --></A><H3>
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reset</H3>
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<PRE>
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public void <B>reset</B>()</PRE>
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<DL>
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<DD>Resets the optional state of this action to as if it were newly created, allowing the action to be pooled and reused. State
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 required to be set for every usage of this action or computed during the action does not need to be reset.
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 <p>
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 The default implementation calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()"><CODE>restart()</CODE></A>.
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 <p>
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 If a subclass has optional state, it must override this method, call super, and reset the optional state.
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<P>
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<DD><DL>
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<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html#reset()">reset</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Pool.Poolable.html" title="interface in com.badlogic.gdx.utils">Pool.Poolable</A></CODE></DL>
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</DD>
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<A NAME="getPool()"><!-- --></A><H3>
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getPool</H3>
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public <A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A> <B>getPool</B>()</PRE>
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setPool</H3>
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public void <B>setPool</B>(<A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A>&nbsp;pool)</PRE>
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<DD>Sets the pool that the action will be returned to when removed from the actor.
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<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setActor(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>setActor(Actor)</CODE></A></DL>
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toString</H3>
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public java.lang.String <B>toString</B>()</PRE>
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