#include "Game/AI/Action/actionJumpAttack.h" namespace uking::action { JumpAttack::JumpAttack(const InitArg& arg) : ksys::act::ai::Action(arg) {} JumpAttack::~JumpAttack() = default; void JumpAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void JumpAttack::leave_() { ksys::act::ai::Action::leave_(); } void JumpAttack::loadParams_() { getStaticParam(&mMaxSpeed_s, "MaxSpeed"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mJumpHeight_s, "JumpHeight"); getStaticParam(&mJustAvoidSideDist_s, "JustAvoidSideDist"); getStaticParam(&mJustAvoidBackDist_s, "JustAvoidBackDist"); getStaticParam(&mJustAvoidAngle_s, "JustAvoidAngle"); getStaticParam(&mIsForceGuardBreak_s, "IsForceGuardBreak"); } void JumpAttack::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action