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