/** * Contains a generic action which can be targeted from several types of inputs. Actions can be created from the **Input Map** tab in the **Project > Project Settings** menu. See [method Node._input]. * */ declare class InputEventAction extends InputEvent { /** * Contains a generic action which can be targeted from several types of inputs. Actions can be created from the **Input Map** tab in the **Project > Project Settings** menu. See [method Node._input]. * */ new(): InputEventAction; static "new"(): InputEventAction /** The action's name. Actions are accessed via this [String]. */ action: string; /** If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released. */ pressed: boolean; /** The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed. */ strength: float; connect>(signal: T, method: SignalFunction): number; }