#include "Game/AI/Action/actionEventHoverNullASPlayBase.h" namespace uking::action { EventHoverNullASPlayBase::EventHoverNullASPlayBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} EventHoverNullASPlayBase::~EventHoverNullASPlayBase() = default; bool EventHoverNullASPlayBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EventHoverNullASPlayBase::enter_(ksys::act::ai::InlineParamPack* params) { playAS(mASName_d.cstr(), *mIsIgnoreSame_d, *mASSlot_d, *mSequenceBank_d, -1.0); mFlags.set(ksys::act::ai::Action::Flag::Changeable); } void EventHoverNullASPlayBase::leave_() { ksys::act::ai::Action::leave_(); } void EventHoverNullASPlayBase::loadParams_() { getDynamicParam(&mASSlot_d, "ASSlot"); getDynamicParam(&mSequenceBank_d, "SequenceBank"); getDynamicParam(&mIsIgnoreSame_d, "IsIgnoreSame"); getDynamicParam(&mIsChangeable_d, "IsChangeable"); getDynamicParam(&mASName_d, "ASName"); } void EventHoverNullASPlayBase::calc_() { if (!isFailed() && isFinishedAS(*mASSlot_d, *mSequenceBank_d)) { setFinished(); } } } // namespace uking::action