#include "Game/AI/Action/actionEventPlayUiActorName.h" namespace uking::action { EventPlayUiActorName::EventPlayUiActorName(const InitArg& arg) : ksys::act::ai::Action(arg) {} EventPlayUiActorName::~EventPlayUiActorName() = default; bool EventPlayUiActorName::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EventPlayUiActorName::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EventPlayUiActorName::leave_() { ksys::act::ai::Action::leave_(); } void EventPlayUiActorName::loadParams_() { getDynamicParam(&mClipIndex_d, "ClipIndex"); getDynamicParam(&mActorType_d, "ActorType"); getDynamicParam(&mActorName_d, "ActorName"); } void EventPlayUiActorName::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action