#include "Game/AI/Action/actionNPCTurnToObject.h" namespace uking::action { NPCTurnToObject::NPCTurnToObject(const InitArg& arg) : ksys::act::ai::Action(arg) {} NPCTurnToObject::~NPCTurnToObject() = default; void NPCTurnToObject::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void NPCTurnToObject::leave_() { ksys::act::ai::Action::leave_(); } void NPCTurnToObject::loadParams_() { getDynamicParam(&mObjectId_d, "ObjectId"); getDynamicParam(&mTurnDirection_d, "TurnDirection"); getDynamicParam(&mActorName_d, "ActorName"); } void NPCTurnToObject::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action