#include "Game/AI/Action/actionFollowDungeonRotateASPlay.h" namespace uking::action { FollowDungeonRotateASPlay::FollowDungeonRotateASPlay(const InitArg& arg) : FollowDungeonRotate(arg) {} FollowDungeonRotateASPlay::~FollowDungeonRotateASPlay() = default; bool FollowDungeonRotateASPlay::init_(sead::Heap* heap) { return FollowDungeonRotate::init_(heap); } void FollowDungeonRotateASPlay::enter_(ksys::act::ai::InlineParamPack* params) { FollowDungeonRotate::enter_(params); } void FollowDungeonRotateASPlay::leave_() { FollowDungeonRotate::leave_(); } void FollowDungeonRotateASPlay::loadParams_() { FollowDungeonRotate::loadParams_(); getStaticParam(&mTargetIdx_s, "TargetIdx"); getStaticParam(&mSeqBankIdx_s, "SeqBankIdx"); getStaticParam(&mIsIgnoreSame_s, "IsIgnoreSame"); getStaticParam(&mIsSuccessEndOnASFinish_s, "IsSuccessEndOnASFinish"); getStaticParam(&mOnWaitRevival_s, "OnWaitRevival"); getStaticParam(&mOnLinkTagBasic_s, "OnLinkTagBasic"); getStaticParam(&mASName_s, "ASName"); } void FollowDungeonRotateASPlay::calc_() { FollowDungeonRotate::calc_(); } } // namespace uking::action