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AddAction (libgdx API)
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SUMMARY:
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com.badlogic.gdx.scenes.scene2d.actions
</FONT>
<BR>
Class AddAction
</H2>
<PRE>
java.lang.Object
<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>
<IMG SRC="../../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.actions.AddAction
</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>
<HR>
<DL>
<DT><PRE>public class
<B>AddAction
</B><DT>extends
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A></DL>
</PRE>
<P>
Adds an action to an actor.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>Nathan Sweet
</DD>
</DL>
<HR>
<P>
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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>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#actor">actor
</A></CODE></TD>
</TR>
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html#AddAction()">AddAction
</A></B>()
</CODE>
<BR>
</TD>
</TR>
</TABLE>
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<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html#act(float)">act
</A></B>(float
delta)
</CODE>
<BR>
Updates the action based on time.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html#getAction()">getAction
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <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/actions/AddAction.html#getTargetActor()">getTargetActor
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html#reset()">reset
</A></B>()
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html#restart()">restart
</A></B>()
</CODE>
<BR>
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> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html#setAction(com.badlogic.gdx.scenes.scene2d.Action)">setAction
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A> action)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/actions/AddAction.html#setTargetActor(com.badlogic.gdx.scenes.scene2d.Actor)">setTargetActor
</A></B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.scenes.scene2d.Action"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<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>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<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>
</TR>
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<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
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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>
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<A NAME="AddAction()"><!-- --></A><H3>
AddAction
</H3>
<PRE>
public
<B>AddAction
</B>()
</PRE>
<DL>
</DL>
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<A NAME="act(float)"><!-- --></A><H3>
act
</H3>
<PRE>
public boolean
<B>act
</B>(float
delta)
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)">Action
</A></CODE></B></DD>
<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>
<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>
</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="getTargetActor()"><!-- --></A><H3>
getTargetActor
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> <B>getTargetActor
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setTargetActor(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
setTargetActor
</H3>
<PRE>
public void
<B>setTargetActor
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> actor)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getAction()"><!-- --></A><H3>
getAction
</H3>
<PRE>
public
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A> <B>getAction
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setAction(com.badlogic.gdx.scenes.scene2d.Action)"><!-- --></A><H3>
setAction
</H3>
<PRE>
public void
<B>setAction
</B>(
<A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A> action)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="restart()"><!-- --></A><H3>
restart
</H3>
<PRE>
public void
<B>restart
</B>()
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()">Action
</A></CODE></B></DD>
<DD>Sets the state of the action so it can be run again.
<P>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#restart()">restart
</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>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="reset()"><!-- --></A><H3>
reset
</H3>
<PRE>
public void
<B>reset
</B>()
</PRE>
<DL>
<DD><B>Description copied from class:
<CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()">Action
</A></CODE></B></DD>
<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>Action.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><DT><B>Overrides:
</B><DD><CODE><A HREF="../../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#reset()">reset
</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>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
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Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
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