class EE::Scene::ActionManager
#include <actionmanager.hpp>
class ActionManager {
public:
// construction
~ActionManager();
// methods
static ActionManager* New();
void addAction(Action* action);
Action* getActionByTag(const Action::UniqueID& tag);
Action* getActionByTagFromTarget(Node* target, const Action::UniqueID& tag, bool mustBePending = false);
bool removeActionByTag(const Action::UniqueID& tag);
bool removeAction(Action* action);
bool removeActions(const std::vector<EE::Scene::Action*>& actions);
bool removeAllActionsFromTarget(Node* target);
bool removeActionsByTagFromTarget(Node* target, const Action::UniqueID& tag);
std::vector<Action*> getActionsFromTarget(Node* target);
std::vector<Action*> getActionsByTagFromTarget(Node* target, const Action::UniqueID& tag);
void getActionsByTagFromTarget(Node* target, const Action::UniqueID& tag, SmallVector<Action*, 4>& actions);
void update(const Time& time);
std::size_t count() const;
bool isEmpty() const;
void clear();
};