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LayoutAction (libgdx API)
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                                libgdx API
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&nbsp;<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/IntAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><B>PREV CLASS</B></A>&nbsp;
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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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DETAIL:&nbsp;FIELD&nbsp;|&nbsp;<A HREF="#constructor_detail">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_detail">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 LayoutAction</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 "><B>com.badlogic.gdx.scenes.scene2d.actions.LayoutAction</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>LayoutAction</B><DT>extends <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A></DL>
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</PRE>
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<P>
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Sets an actor's <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html#setLayoutEnabled(boolean)"><CODE>layout</CODE></A> to enabled or disabled. The actor must implements
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 <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/utils/Layout.html" title="interface in com.badlogic.gdx.scenes.scene2d.utils"><CODE>Layout</CODE></A>.
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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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<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/LayoutAction.html#LayoutAction()">LayoutAction</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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</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;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/LayoutAction.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>
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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;boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/LayoutAction.html#isEnabled()">isEnabled</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/LayoutAction.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/actions/LayoutAction.html#setLayoutEnabled(boolean)">setLayoutEnabled</A></B>(boolean&nbsp;enabled)</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_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#reset()">reset</A>, <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()">restart</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 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="LayoutAction()"><!-- --></A><H3>
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LayoutAction</H3>
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<PRE>
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public <B>LayoutAction</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="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><B>Description copied from class: <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setActor(com.badlogic.gdx.scenes.scene2d.Actor)">Action</A></CODE></B></DD>
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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>Action.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>Action.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>Action.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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<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#setActor(com.badlogic.gdx.scenes.scene2d.Actor)">setActor</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</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="act(float)"><!-- --></A><H3>
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act</H3>
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<PRE>
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public boolean <B>act</B>(float&nbsp;delta)</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#act(float)">Action</A></CODE></B></DD>
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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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<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)">act</A></CODE> in class <CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A></CODE></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="isEnabled()"><!-- --></A><H3>
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isEnabled</H3>
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<PRE>
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public boolean <B>isEnabled</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="setLayoutEnabled(boolean)"><!-- --></A><H3>
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setLayoutEnabled</H3>
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<PRE>
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public void <B>setLayoutEnabled</B>(boolean&nbsp;enabled)</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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  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../../../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A>&nbsp;</TD>
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libgdx API</EM>
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&nbsp;<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/IntAction.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><B>PREV CLASS</B></A>&nbsp;
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