#include "Game/AI/Action/actionAnmDirectionMove.h" namespace uking::action { AnmDirectionMove::AnmDirectionMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} AnmDirectionMove::~AnmDirectionMove() = default; bool AnmDirectionMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void AnmDirectionMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void AnmDirectionMove::leave_() { ksys::act::ai::Action::leave_(); } void AnmDirectionMove::loadParams_() { getStaticParam(&mDirection_s, "Direction"); getStaticParam(&mPosReduceRatio_s, "PosReduceRatio"); getStaticParam(&mRotReduceRatio_s, "RotReduceRatio"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mUsereachableCheck_s, "UsereachableCheck"); getStaticParam(&mASName_s, "ASName"); } void AnmDirectionMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action