#include "Game/AI/AI/aiLastBossBeamAttackRoot.h" namespace uking::ai { LastBossBeamAttackRoot::LastBossBeamAttackRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LastBossBeamAttackRoot::~LastBossBeamAttackRoot() = default; bool LastBossBeamAttackRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LastBossBeamAttackRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LastBossBeamAttackRoot::leave_() { ksys::act::ai::Ai::leave_(); } void LastBossBeamAttackRoot::loadParams_() { getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer"); getStaticParam(&mAttackPower_s, "AttackPower"); getStaticParam(&mAtMinDamage_s, "AtMinDamage"); getStaticParam(&mAddAttackPower_s, "AddAttackPower"); getStaticParam(&mWaitTime_s, "WaitTime"); getStaticParam(&mKeepDistance_s, "KeepDistance"); getStaticParam(&mMoveSpeed_s, "MoveSpeed"); getStaticParam(&mInitSpeed_s, "InitSpeed"); getStaticParam(&mAccel_s, "Accel"); getStaticParam(&mKeepDistanceRand_s, "KeepDistanceRand"); getStaticParam(&mRandKeepFrame_s, "RandKeepFrame"); getStaticParam(&mBrakeStartFrame_s, "BrakeStartFrame"); getStaticParam(&mMoveYSpeed_s, "MoveYSpeed"); getStaticParam(&mIsMove_s, "IsMove"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mIsCreateGuardEffect_s, "IsCreateGuardEffect"); getStaticParam(&mReflectOffset_s, "ReflectOffset"); } } // namespace uking::ai