#include "Game/AI/Action/actionAssassinBossIronBallAppear.h" namespace uking::action { AssassinBossIronBallAppear::AssassinBossIronBallAppear(const InitArg& arg) : ksys::act::ai::Action(arg) {} AssassinBossIronBallAppear::~AssassinBossIronBallAppear() = default; bool AssassinBossIronBallAppear::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void AssassinBossIronBallAppear::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void AssassinBossIronBallAppear::leave_() { ksys::act::ai::Action::leave_(); } void AssassinBossIronBallAppear::loadParams_() { getStaticParam(&mIronBallNum_s, "IronBallNum"); getStaticParam(&mCreateDist_s, "CreateDist"); getStaticParam(&mBackDist_s, "BackDist"); getStaticParam(&mTopOffsetY_s, "TopOffsetY"); getStaticParam(&mBaseOffsetY_s, "BaseOffsetY"); getStaticParam(&mIronBallPartsName_s, "IronBallPartsName"); getStaticParam(&mUDLimit_s, "UDLimit"); } void AssassinBossIronBallAppear::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action