#include "Game/AI/Action/actionAnimeDrivenTurn.h" namespace uking::action { AnimeDrivenTurn::AnimeDrivenTurn(const InitArg& arg) : ksys::act::ai::Action(arg) {} AnimeDrivenTurn::~AnimeDrivenTurn() = default; bool AnimeDrivenTurn::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void AnimeDrivenTurn::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void AnimeDrivenTurn::leave_() { ksys::act::ai::Action::leave_(); } void AnimeDrivenTurn::loadParams_() { getStaticParam(&mAllowChangeableFrame_s, "AllowChangeableFrame"); getStaticParam(&mAnimPlayRate_s, "AnimPlayRate"); getStaticParam(&mFinishAngleRange_s, "FinishAngleRange"); getStaticParam(&mRotateAngleMax_s, "RotateAngleMax"); getStaticParam(&mIsIgnoreSameAS_s, "IsIgnoreSameAS"); getStaticParam(&mIsAllowAnimeDrivenNoChangeAS_s, "IsAllowAnimeDrivenNoChangeAS"); getStaticParam(&mASKeyName_s, "ASKeyName"); getStaticParam(&mTargetBone_s, "TargetBone"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void AnimeDrivenTurn::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action