#include "Game/AI/Action/actionFork.h" namespace uking::action { Fork::Fork(const InitArg& arg) : ksys::act::ai::Action(arg) {} Fork::~Fork() = default; bool Fork::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void Fork::enter_(ksys::act::ai::InlineParamPack* params) { if (*mIsChangeable_s) mFlags.set(Flag::Changeable); } void Fork::leave_() { ksys::act::ai::Action::leave_(); } void Fork::loadParams_() { getStaticParam(&mEndState_s, "EndState"); getStaticParam(&mIsChangeable_s, "IsChangeable"); } void Fork::calc_() { ksys::act::ai::Action::calc_(); } void Fork::setEndState() { switch (*mEndState_s) { case 0: setFinished(); break; case 1: setFailed(); break; case 2: mFlags.set(ksys::act::ai::ActionBase::Flag::Changeable); break; } } } // namespace uking::action