# Constants
ActRun makes the Entity run in the direction indicated by Point until Duration has passed.
ActRunTo runs the Entity to the location indicated by Point.
ActStop stops movement, preserving the direction.
ActTeleport teleports the Entity in the direction indicated by Point until Duration has passed.
ActTeleportTo teleports the Entity to the location indicated by Point.
ActTurn turns the Entity to face the direction indicated by Point and stops movement.
ActTurnTo turns the Entity to face the location indicated by Point and updates the SpeedComponent.
ActWalk makes the Entity walk in the direction indicated by Point until Duration has passed.
ActWalkTo walks the Entity to the location indicated by Point.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
Animation names for Entities to implement, used by ActionSystem to trigger Animations.
# Structs
An Action defines a single act for a Entity.
ActionComponent marks entities for use with a ActionSystem.
ActionSystem handles action-specific operations.
A Schedule contains a list of Actions to perform.
# Interfaces
Actionable defines requirements for adding entities to the ActionSystem automatically.
ActionFace enforces type safe access to underlying ActionComponent.
# Type aliases
ActionType indicates the type of an Action.