#include "Game/AI/Action/actionAttackJumpToTarget.h" namespace uking::action { AttackJumpToTarget::AttackJumpToTarget(const InitArg& arg) : JumpToTarget(arg) {} AttackJumpToTarget::~AttackJumpToTarget() = default; void AttackJumpToTarget::enter_(ksys::act::ai::InlineParamPack* params) { JumpToTarget::enter_(params); } void AttackJumpToTarget::leave_() { JumpToTarget::leave_(); } void AttackJumpToTarget::loadParams_() { JumpToTarget::loadParams_(); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mJustAvoidSideDist_s, "JustAvoidSideDist"); getStaticParam(&mJustAvoidBackDist_s, "JustAvoidBackDist"); getStaticParam(&mJustAvoidAngle_s, "JustAvoidAngle"); getStaticParam(&mIsIgnoreSmallHit_s, "IsIgnoreSmallHit"); getStaticParam(&mPosOffsetDist_s, "PosOffsetDist"); getStaticParam(&mIsCheckNoChangeAS_s, "IsCheckNoChangeAS"); } void AttackJumpToTarget::calc_() { JumpToTarget::calc_(); } } // namespace uking::action