#include "Game/AI/AI/aiAppearNearTarget.h" namespace uking::ai { AppearNearTarget::AppearNearTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} AppearNearTarget::~AppearNearTarget() = default; bool AppearNearTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void AppearNearTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void AppearNearTarget::leave_() { ksys::act::ai::Ai::leave_(); } void AppearNearTarget::loadParams_() { getStaticParam(&mDist_s, "Dist"); getStaticParam(&mTeraDist_s, "TeraDist"); getMapUnitParam(&mNearCreateAppearID_m, "NearCreateAppearID"); getAITreeVariable(&mIsStopFallCheck_a, "IsStopFallCheck"); } } // namespace uking::ai