#include "Game/AI/Action/actionEnemyRushAttack.h" namespace uking::action { EnemyRushAttack::EnemyRushAttack(const InitArg& arg) : RandomMoveAction(arg) {} EnemyRushAttack::~EnemyRushAttack() = default; bool EnemyRushAttack::init_(sead::Heap* heap) { return RandomMoveAction::init_(heap); } void EnemyRushAttack::enter_(ksys::act::ai::InlineParamPack* params) { RandomMoveAction::enter_(params); } void EnemyRushAttack::leave_() { RandomMoveAction::leave_(); } void EnemyRushAttack::loadParams_() { RandomMoveAction::loadParams_(); getStaticParam(&mUpdateTargetPosInterval_s, "UpdateTargetPosInterval"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mDisableUpdateTargetRadius_s, "DisableUpdateTargetRadius"); getStaticParam(&mGoalDistanceTolerance_s, "GoalDistanceTolerance"); getStaticParam(&mMovePredictionRate_s, "MovePredictionRate"); getStaticParam(&mASKeyName_s, "ASKeyName"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void EnemyRushAttack::calc_() { RandomMoveAction::calc_(); } } // namespace uking::action