#include "Game/AI/Action/actionDamageField.h" namespace uking::action { DamageField::DamageField(const InitArg& arg) : ksys::act::ai::Action(arg) {} DamageField::~DamageField() = default; bool DamageField::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DamageField::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DamageField::leave_() { ksys::act::ai::Action::leave_(); } void DamageField::loadParams_() { getStaticParam(&mFieldType_s, "FieldType"); getStaticParam(&mRigidSetName_s, "RigidSetName"); getStaticParam(&mIsChangeRigidWorldMode_s, "IsChangeRigidWorldMode"); getStaticParam(&mIsUseCollisionInfo_s, "IsUseCollisionInfo"); getStaticParam(&mRigidBodyName_s, "RigidBodyName"); getStaticParam(&mCollisionInfoName_s, "CollisionInfoName"); } void DamageField::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action