#include "Game/AI/Action/actionFloatWait.h" namespace uking::action { FloatWait::FloatWait(const InitArg& arg) : WaterFloatBase(arg) {} FloatWait::~FloatWait() = default; bool FloatWait::init_(sead::Heap* heap) { return WaterFloatBase::init_(heap); } void FloatWait::enter_(ksys::act::ai::InlineParamPack* params) { WaterFloatBase::enter_(params); } void FloatWait::leave_() { WaterFloatBase::leave_(); } void FloatWait::loadParams_() { WaterFloatBase::loadParams_(); getStaticParam(&mWaterEffectSpeedRate_s, "WaterEffectSpeedRate"); getStaticParam(&mASKeyName_s, "ASKeyName"); } void FloatWait::calc_() { WaterFloatBase::calc_(); } } // namespace uking::action