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-- @module ActionObject
-- @extend Ref
-- @parent_module ccs
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-- Sets the current time of frame.
-- param fTime the current time of frame
-- @function [parent=#ActionObject] setCurrentTime
-- @param self
-- @param #float fTime
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Pause the action.
-- @function [parent=#ActionObject] pause
-- @param self
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Sets name for object
-- param name name of object
-- @function [parent=#ActionObject] setName
-- @param self
-- @param #char name
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Sets the time interval of frame.
-- param fTime the time interval of frame
-- @function [parent=#ActionObject] setUnitTime
-- @param self
-- @param #float fTime
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets the total time of frame.
-- return the total time of frame
-- @function [parent=#ActionObject] getTotalTime
-- @param self
-- @return float#float ret (return value: float)
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-- Gets name of object
-- return name of object
-- @function [parent=#ActionObject] getName
-- @param self
-- @return char#char ret (return value: char)
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-- Stop the action.
-- @function [parent=#ActionObject] stop
-- @param self
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- @overload self, cc.CallFunc
-- @overload self
-- @function [parent=#ActionObject] play
-- @param self
-- @param #cc.CallFunc func
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets the current time of frame.
-- return the current time of frame
-- @function [parent=#ActionObject] getCurrentTime
-- @param self
-- @return float#float ret (return value: float)
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-- Removes a ActionNode which play the action.
-- param node the ActionNode which play the action
-- @function [parent=#ActionObject] removeActionNode
-- @param self
-- @param #ccs.ActionNode node
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets if the action will loop play.
-- return that if the action will loop play
-- @function [parent=#ActionObject] getLoop
-- @param self
-- @return bool#bool ret (return value: bool)
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-- Adds a ActionNode to play the action.
-- param node the ActionNode which will play the action
-- @function [parent=#ActionObject] addActionNode
-- @param self
-- @param #ccs.ActionNode node
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Gets the time interval of frame.
-- return the time interval of frame
-- @function [parent=#ActionObject] getUnitTime
-- @param self
-- @return float#float ret (return value: float)
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-- Return if the action is playing.
-- return true if the action is playing, false the otherwise
-- @function [parent=#ActionObject] isPlaying
-- @param self
-- @return bool#bool ret (return value: bool)
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--
-- @function [parent=#ActionObject] updateToFrameByTime
-- @param self
-- @param #float fTime
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Sets if the action will loop play.
-- param bLoop that if the action will loop play
-- @function [parent=#ActionObject] setLoop
-- @param self
-- @param #bool bLoop
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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--
-- @function [parent=#ActionObject] simulationActionUpdate
-- @param self
-- @param #float dt
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
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-- Default constructor
-- @function [parent=#ActionObject] ActionObject
-- @param self
-- @return ActionObject#ActionObject self (return value: ccs.ActionObject)
return nil