#include "Game/AI/Action/actionKorokFlowerVanish.h" #include "KingSystem/ActorSystem/actActor.h" #include "KingSystem/Physics/RigidBody/physRigidBody.h" namespace uking::action { KorokFlowerVanish::KorokFlowerVanish(const InitArg& arg) : ksys::act::ai::Action(arg) {} KorokFlowerVanish::~KorokFlowerVanish() = default; bool KorokFlowerVanish::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void KorokFlowerVanish::enter_(ksys::act::ai::InlineParamPack* params) { mActor->emitBasicSigOn(); mActor->getActorFlags2().set(ksys::act::Actor::ActorFlag2::_20); auto* main_body = mActor->getMainBody(); auto* tgt_body = mActor->getTgtBody(); if (main_body != nullptr && tgt_body != nullptr) { main_body->setContactAll(); main_body->setFlag200(); tgt_body->setContactAll(); tgt_body->setFlag200(); } } void KorokFlowerVanish::leave_() { ksys::act::ai::Action::leave_(); } void KorokFlowerVanish::loadParams_() {} void KorokFlowerVanish::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action