#include "Game/AI/Action/actionOpenMessageDialogBase.h" namespace uking::action { OpenMessageDialogBase::OpenMessageDialogBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} OpenMessageDialogBase::~OpenMessageDialogBase() = default; bool OpenMessageDialogBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void OpenMessageDialogBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void OpenMessageDialogBase::leave_() { ksys::act::ai::Action::leave_(); } void OpenMessageDialogBase::loadParams_() { getDynamicParam(&mCloseDialogOption_d, "CloseDialogOption"); getDynamicParam(&mMessageOpenDelayTime_d, "MessageOpenDelayTime"); getDynamicParam(&mIsCloseMessageDialog_d, "IsCloseMessageDialog"); getDynamicParam(&mIsBecomingSpeaker_d, "IsBecomingSpeaker"); getDynamicParam(&mIsOverWriteLabelActorName_d, "IsOverWriteLabelActorName"); getDynamicParam(&mIsWaitAS_d, "IsWaitAS"); getDynamicParam(&mMessageId_d, "MessageId"); } void OpenMessageDialogBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action