#include "Game/AI/Action/actionNavMeshAction.h" namespace uking::action { NavMeshAction::NavMeshAction(const InitArg& arg) : ActionEx(arg) {} NavMeshAction::~NavMeshAction() = default; void NavMeshAction::enter_(ksys::act::ai::InlineParamPack* params) { ActionEx::enter_(params); } void NavMeshAction::leave_() { ActionEx::leave_(); } void NavMeshAction::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mFinRadius_s, "FinRadius"); getStaticParam(&mFinRotate_s, "FinRotate"); getStaticParam(&mAccRatio_s, "AccRatio"); getStaticParam(&mIsCheckCliff_s, "IsCheckCliff"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void NavMeshAction::calc_() { ActionEx::calc_(); } } // namespace uking::action