#pragma once #include "Game/AI/Action/actionEventHoverNullASPlayBase.h" #include "KingSystem/ActorSystem/actActor.h" #include "KingSystem/ActorSystem/actAiAction.h" #include "KingSystem/ActorSystem/actCCAccessor.h" namespace uking::action { class EventHoverNullASPlay : public EventHoverNullASPlayBase { SEAD_RTTI_OVERRIDE(EventHoverNullASPlay, EventHoverNullASPlayBase) public: explicit EventHoverNullASPlay(const InitArg& arg); ~EventHoverNullASPlay() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; void resetAllMotion(ksys::act::Actor* actor) { mCCAccessor.resetRigidBodyMotion(actor); mCCAccessor.resetMotionType(actor->getCharacterController()); } ksys::act::CCAccessor mCCAccessor; }; } // namespace uking::action