#include "Game/AI/Action/actionBrightBowSlowFall.h" namespace uking::action { BrightBowSlowFall::BrightBowSlowFall(const InitArg& arg) : ksys::act::ai::Action(arg) {} BrightBowSlowFall::~BrightBowSlowFall() = default; bool BrightBowSlowFall::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void BrightBowSlowFall::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void BrightBowSlowFall::leave_() { ksys::act::ai::Action::leave_(); } void BrightBowSlowFall::loadParams_() { getStaticParam(&mGravity_s, "Gravity"); getStaticParam(&mFloatWaveCycle_s, "FloatWaveCycle"); getStaticParam(&mFloatWaveWidth_s, "FloatWaveWidth"); getStaticParam(&mFloatHeight_s, "FloatHeight"); getStaticParam(&mFloatSpring_s, "FloatSpring"); getStaticParam(&mFloatDamper_s, "FloatDamper"); getStaticParam(&mFallBrakeHeight_s, "FallBrakeHeight"); getStaticParam(&mFallBrake_s, "FallBrake"); getStaticParam(&mAttractionRange_s, "AttractionRange"); getStaticParam(&mAttractionRate_s, "AttractionRate"); getStaticParam(&mTailEffectKeyName_s, "TailEffectKeyName"); getStaticParam(&mInitRotate_s, "InitRotate"); getStaticParam(&mRotateSpeed_s, "RotateSpeed"); } void BrightBowSlowFall::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action