class_name GDActionRun extends GDActionInstant var run_action: GDAction var on_target: Node var is_waiting_finished: bool func _init(action: GDAction, on_target: Node, is_waiting_finished: bool, gd_utils: Node).(gd_utils): self.run_action = action self.on_target = on_target self.is_waiting_finished = is_waiting_finished func _create_action_node(key: String, node): return GDActionNodeRun.new(self, key, node) func _update_key_if_need(key: String) -> String: return _create_key_by_parent_key(key) func _run_action(action_node: GDActionNode, delay: float, speed: float): ._run_action(action_node, delay, speed) action_node.start_run_action(run_action, on_target, is_waiting_finished, delay, speed) func _prepare_remove_action_node_from_key(key: String): run_action._remove_action_node_from_parent_key(key) func _prepare_pause_action_with_key(key): run_action._pause_action_with_parem_key(key) func _prepare_resume_action_with_key(key: String): run_action._resume_action_with_parem_key(key) func _prepare_cancel_action_with_key(key: String): run_action._cancel_action_with_parem_key(key) func _prepare_finish_action_with_key(key: String): run_action._finish_action_with_parem_key(key) func reversed() -> GDAction: return get_script().new(run_action.reversed(), _gd_utils)