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AlphaAction (libgdx API)
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                                libgdx API
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&nbsp;<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AfterAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><B>PREV CLASS</B></A>&nbsp;
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&nbsp;<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/ColorAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><B>NEXT CLASS</B></A></FONT></TD>
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  SUMMARY:&nbsp;NESTED&nbsp;|&nbsp;<A HREF="#fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Action">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD>
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com.badlogic.gdx.scenes.scene2d.actions</FONT>
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<BR>
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Class AlphaAction</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 "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">com.badlogic.gdx.scenes.scene2d.Action</A>
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      <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">com.badlogic.gdx.scenes.scene2d.actions.TemporalAction</A>
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          <IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.actions.AlphaAction</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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<HR>
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<DL>
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<DT><PRE>public class <B>AlphaAction</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction</A></DL>
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</PRE>
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<P>
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Sets the alpha for an actor's color (or a specified color), from the current alpha to the new alpha. Note this action
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 transitions from the alpha at the time the action starts to the specified alpha.
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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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<B>Field Summary</B></FONT></TH>
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</TR>
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</TABLE>
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&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Action"><!-- --></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>Fields inherited from class com.badlogic.gdx.scenes.scene2d.<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A></B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#actor">actor</A></CODE></TD>
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</TR>
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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/actions/AlphaAction.html#AlphaAction()">AlphaAction</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;
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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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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>protected &nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AlphaAction.html#begin()">begin</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called the first time <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#act(float)"><CODE>TemporalAction.act(float)</CODE></A> is called.</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;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AlphaAction.html#getAlpha()">getAlpha</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/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AlphaAction.html#getColor()">getColor</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/actions/AlphaAction.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/actions/AlphaAction.html#setAlpha(float)">setAlpha</A></B>(float&nbsp;alpha)</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/actions/AlphaAction.html#setColor(com.badlogic.gdx.graphics.Color)">setColor</A></B>(<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color</A>&nbsp;color)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the color to modify.</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>protected &nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AlphaAction.html#update(float)">update</A></B>(float&nbsp;percent)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called each frame.</TD>
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</TR>
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</TABLE>
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&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.actions.TemporalAction"><!-- --></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 com.badlogic.gdx.scenes.scene2d.actions.<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction</A></B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#act(float)">act</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#end()">end</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#finish()">finish</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#getDuration()">getDuration</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#getInterpolation()">getInterpolation</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#getTime()">getTime</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#isReverse()">isReverse</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#restart()">restart</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setDuration(float)">setDuration</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setInterpolation(com.badlogic.gdx.math.Interpolation)">setInterpolation</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setReverse(boolean)">setReverse</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setTime(float)">setTime</A></CODE></TD>
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</TR>
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</TABLE>
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&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Action"><!-- --></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 com.badlogic.gdx.scenes.scene2d.<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A></B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getActor()">getActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getPool()">getPool</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setActor(com.badlogic.gdx.scenes.scene2d.Actor)">setActor</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setPool(com.badlogic.gdx.utils.Pool)">setPool</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#toString()">toString</A></CODE></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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<!-- ========= 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="AlphaAction()"><!-- --></A><H3>
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AlphaAction</H3>
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<PRE>
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public <B>AlphaAction</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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<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>Method Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="begin()"><!-- --></A><H3>
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begin</H3>
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<PRE>
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protected void <B>begin</B>()</PRE>
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<DL>
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<DD><B>Description copied from class: <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#begin()">TemporalAction</A></CODE></B></DD>
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<DD>Called the first time <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#act(float)"><CODE>TemporalAction.act(float)</CODE></A> is called. This is a good place to query the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#actor"><CODE>actor's</CODE></A> starting
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 state.
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<P>
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<DD><DL>
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<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#begin()">begin</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction</A></CODE></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="update(float)"><!-- --></A><H3>
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update</H3>
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<PRE>
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protected void <B>update</B>(float&nbsp;percent)</PRE>
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<DL>
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<DD><B>Description copied from class: <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#update(float)">TemporalAction</A></CODE></B></DD>
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<DD>Called each frame.
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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/scenes/scene2d/actions/TemporalAction.html#update(float)">update</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction</A></CODE></DL>
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</DD>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>percent</CODE> - The percentage of completion for this action, growing from 0 to 1 over the duration. If
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           <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#setReverse(boolean)"><CODE>reversed</CODE></A>, this will shrink from 1 to 0.</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><B>Description copied from class: <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()">Action</A></CODE></B></DD>
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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>Action.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><DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html#reset()">reset</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/TemporalAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions">TemporalAction</A></CODE></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="getColor()"><!-- --></A><H3>
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getColor</H3>
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<PRE>
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public <A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color</A> <B>getColor</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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</DL>
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<HR>
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<A NAME="setColor(com.badlogic.gdx.graphics.Color)"><!-- --></A><H3>
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setColor</H3>
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<PRE>
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public void <B>setColor</B>(<A HREF="../../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color</A>&nbsp;color)</PRE>
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<DL>
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<DD>Sets the color to modify. If null (the default), the <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getActor()"><CODE>actor's</CODE></A> <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getColor()"><CODE>color</CODE></A> will be
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 used.
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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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</DL>
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<HR>
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<A NAME="getAlpha()"><!-- --></A><H3>
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getAlpha</H3>
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<PRE>
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public float <B>getAlpha</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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</DL>
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<HR>
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<A NAME="setAlpha(float)"><!-- --></A><H3>
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setAlpha</H3>
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<PRE>
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public void <B>setAlpha</B>(float&nbsp;alpha)</PRE>
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<DL>
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