#include "Game/AI/Action/actionGanonBeamIgnite.h" namespace uking::action { GanonBeamIgnite::GanonBeamIgnite(const InitArg& arg) : OnetimeStopASPlay(arg) {} GanonBeamIgnite::~GanonBeamIgnite() = default; bool GanonBeamIgnite::init_(sead::Heap* heap) { return OnetimeStopASPlay::init_(heap); } void GanonBeamIgnite::enter_(ksys::act::ai::InlineParamPack* params) { OnetimeStopASPlay::enter_(params); } void GanonBeamIgnite::leave_() { OnetimeStopASPlay::leave_(); } void GanonBeamIgnite::loadParams_() { OnetimeStopASPlay::loadParams_(); getStaticParam(&mIgniteSpeed_s, "IgniteSpeed"); getStaticParam(&mOffsetHeight_s, "OffsetHeight"); getStaticParam(&mIsConnectChild_s, "IsConnectChild"); getStaticParam(&mBaseNode_s, "BaseNode"); getStaticParam(&mIgniteOffset_s, "IgniteOffset"); getStaticParam(&mIgniteRotate_s, "IgniteRotate"); getStaticParam(&mIgniteRotSpeed_s, "IgniteRotSpeed"); getStaticParam(&mDirMinAngle_s, "DirMinAngle"); getStaticParam(&mDirMaxAngle_s, "DirMaxAngle"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mIgniteActor_d, "IgniteActor"); } void GanonBeamIgnite::calc_() { OnetimeStopASPlay::calc_(); } } // namespace uking::action