#include "Game/AI/Action/actionIgniteToTargetSimple.h" namespace uking::action { IgniteToTargetSimple::IgniteToTargetSimple(const InitArg& arg) : OnetimeStopASPlay(arg) {} IgniteToTargetSimple::~IgniteToTargetSimple() = default; bool IgniteToTargetSimple::init_(sead::Heap* heap) { return OnetimeStopASPlay::init_(heap); } void IgniteToTargetSimple::enter_(ksys::act::ai::InlineParamPack* params) { OnetimeStopASPlay::enter_(params); } void IgniteToTargetSimple::leave_() { OnetimeStopASPlay::leave_(); } void IgniteToTargetSimple::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"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mIgniteHandle_d, "IgniteHandle"); } void IgniteToTargetSimple::calc_() { OnetimeStopASPlay::calc_(); } } // namespace uking::action