#include "Game/AI/Action/actionEventBind.h" namespace uking::action { EventBind::EventBind(const InitArg& arg) : ksys::act::ai::Action(arg) {} EventBind::~EventBind() = default; bool EventBind::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EventBind::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EventBind::leave_() { ksys::act::ai::Action::leave_(); } void EventBind::loadParams_() { getDynamicParam(&mRotOffsetX_d, "RotOffsetX"); getDynamicParam(&mRotOffsetY_d, "RotOffsetY"); getDynamicParam(&mRotOffsetZ_d, "RotOffsetZ"); getDynamicParam(&mTransOffsetX_d, "TransOffsetX"); getDynamicParam(&mTransOffsetY_d, "TransOffsetY"); getDynamicParam(&mTransOffsetZ_d, "TransOffsetZ"); getDynamicParam(&mIsContinueBind_d, "IsContinueBind"); getDynamicParam(&mActorName_d, "ActorName"); getDynamicParam(&mUniqueName_d, "UniqueName"); getDynamicParam(&mNodeName_d, "NodeName"); getAITreeVariable(&mEventBindUnit_a, "EventBindUnit"); } void EventBind::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action