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Action (libgdx API)
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com.badlogic.gdx.scenes.scene2d</FONT>
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Class Action</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.Action</B>
</PRE>
<DL>
<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>
</DL>
<DL>
<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>
</DL>
<HR>
<DL>
<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>
</PRE>

<P>
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.
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>Nathan Sweet</DD>
</DL>
<HR>

<P>
<!-- =========== FIELD SUMMARY =========== -->

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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>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#actor">actor</A></B></CODE>

<BR>
&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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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#Action()">Action</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>abstract &nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)">act</A></B>(float&nbsp;delta)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Updates the action based on time.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getActor()">getActor</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#getPool()">getPool</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()">reset</A></B>()</CODE>

<BR>
&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>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()">restart</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the state of the action so it can be run again.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the actor this action will be used for.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<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>

<BR>
&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>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#toString()">toString</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

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<A NAME="actor"><!-- --></A><H3>
actor</H3>
<PRE>
protected <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>actor</B></PRE>
<DL>
<DD>The actor this action is attached to, or null if it is not attached.
<P>
<DL>
</DL>
</DL>

<!-- ========= CONSTRUCTOR DETAIL ======== -->

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<A NAME="Action()"><!-- --></A><H3>
Action</H3>
<PRE>
public <B>Action</B>()</PRE>
<DL>
</DL>

<!-- ============ METHOD DETAIL ========== -->

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<A NAME="act(float)"><!-- --></A><H3>
act</H3>
<PRE>
public abstract boolean <B>act</B>(float&nbsp;delta)</PRE>
<DL>
<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>.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>delta</CODE> - Time in seconds since the last frame.
<DT><B>Returns:</B><DD>true if the action is done. This method may continue to be called after the action is done.</DL>
</DD>
</DL>
<HR>

<A NAME="restart()"><!-- --></A><H3>
restart</H3>
<PRE>
public void <B>restart</B>()</PRE>
<DL>
<DD>Sets the state of the action so it can be run again.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getActor()"><!-- --></A><H3>
getActor</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>getActor</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>null if the action is not attached to an actor.</DL>
</DD>
</DL>
<HR>

<A NAME="setActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setActor</H3>
<PRE>
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>
<DL>
<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
 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>
 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.
 If the action does not have a pool, <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()"><CODE>reset()</CODE></A> is called.
 <p>
 This method is not typically a good place for a subclass to query the actor's state because the action may not be executed
 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
 <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().
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="reset()"><!-- --></A><H3>
reset</H3>
<PRE>
public void <B>reset</B>()</PRE>
<DL>
<DD>Resets the optional state of this action to as if it were newly created, allowing the action to be pooled and reused. State
 required to be set for every usage of this action or computed during the action does not need to be reset.
 <p>
 The default implementation calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()"><CODE>restart()</CODE></A>.
 <p>
 If a subclass has optional state, it must override this method, call super, and reset the optional state.
<P>
<DD><DL>
<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>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getPool()"><!-- --></A><H3>
getPool</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/utils/Pool.html" title="class in com.badlogic.gdx.utils">Pool</A> <B>getPool</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setPool(com.badlogic.gdx.utils.Pool)"><!-- --></A><H3>
setPool</H3>
<PRE>
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>
<DL>
<DD>Sets the pool that the action will be returned to when removed from the actor.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<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>
</DD>
</DL>
<HR>

<A NAME="toString()"><!-- --></A><H3>
toString</H3>
<PRE>
public java.lang.String <B>toString</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE>toString</CODE> in class <CODE>java.lang.Object</CODE></DL>
</DD>
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</DD>
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