SetOrigin = function (items, originX, originY, stepX, stepY, index, direction)
{
    if (originY === undefined || originY === null) { originY = originX; }

    PropertyValueSet(items, 'originX', originX, stepX, index, direction);
    PropertyValueSet(items, 'originY', originY, stepY, index, direction);

    items.forEach(function (item)
    {
        item.updateDisplayOrigin();
    });

    return items;
}
Takes an array of Game Objects, or any objects that have the public properties `originX` and `originY`
and then sets them to the given values.

The optional `stepX` and `stepY` properties are applied incrementally, multiplied by each item in the array.

To use this with a Group: `SetOrigin(group.getChildren(), originX, originY, stepX, stepY)`

@function Phaser.Actions.SetOrigin
@since 3.0.0

@generic {Phaser.GameObjects.GameObject[]} G - [items,$return]

@param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action.
@param {number} originX - The amount to set the `originX` property to.
@param {number} [originY] - The amount to set the `originY` property to. If `undefined` or `null` it uses the `originX` value.
@param {number} [stepX=0] - This is added to the `originX` amount, multiplied by the iteration counter.
@param {number} [stepY=0] - This is added to the `originY` amount, multiplied by the iteration counter.
@param {number} [index=0] - An optional offset to start searching from within the items array.
@param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.

@return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action.