#include "Game/AI/Action/actionMoveMainRidigBody.h" namespace uking::action { MoveMainRidigBody::MoveMainRidigBody(const InitArg& arg) : ksys::act::ai::Action(arg) {} MoveMainRidigBody::~MoveMainRidigBody() = default; bool MoveMainRidigBody::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void MoveMainRidigBody::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void MoveMainRidigBody::leave_() { ksys::act::ai::Action::leave_(); } void MoveMainRidigBody::loadParams_() { getStaticParam(&mFinLength_s, "FinLength"); getStaticParam(&mMaxSpeed_s, "MaxSpeed"); getStaticParam(&mVibrateStopCheck_s, "VibrateStopCheck"); getStaticParam(&mVibrateCheckFrame_s, "VibrateCheckFrame"); getStaticParam(&mVibrateMemoryStep_s, "VibrateMemoryStep"); getStaticParam(&mTargetPosOffset_s, "TargetPosOffset"); getDynamicParam(&mTargetPos_d, "TargetPos"); getAITreeVariable(&mRefPosVibrateChecker_a, "RefPosVibrateChecker"); } void MoveMainRidigBody::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action