#include "Game/AI/Action/actionDgnObj_DLC_CogWheel_Rotate.h" namespace uking::action { DgnObj_DLC_CogWheel_Rotate::DgnObj_DLC_CogWheel_Rotate(const InitArg& arg) : ksys::act::ai::Action(arg) {} DgnObj_DLC_CogWheel_Rotate::~DgnObj_DLC_CogWheel_Rotate() = default; bool DgnObj_DLC_CogWheel_Rotate::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DgnObj_DLC_CogWheel_Rotate::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DgnObj_DLC_CogWheel_Rotate::leave_() { ksys::act::ai::Action::leave_(); } void DgnObj_DLC_CogWheel_Rotate::loadParams_() { getStaticParam(&mTargetAngularDisplPerSec_s, "TargetAngularDisplPerSec"); getDynamicParam(&mIsRegisteredFrame_d, "IsRegisteredFrame"); getMapUnitParam(&mGearRatio_m, "GearRatio"); getMapUnitParam(&mIsClockWiseRotation_m, "IsClockWiseRotation"); getAITreeVariable(&mRotationOffset_a, "RotationOffset"); } void DgnObj_DLC_CogWheel_Rotate::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action