#include "Game/AI/Action/actionPlayerCutFall.h" namespace uking::action { PlayerCutFall::PlayerCutFall(const InitArg& arg) : PlayerAction(arg) {} void PlayerCutFall::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void PlayerCutFall::leave_() { PlayerAction::leave_(); } void PlayerCutFall::loadParams_() { getStaticParam(&mParashawlInvalidTime_s, "ParashawlInvalidTime"); getStaticParam(&mFallSpAttackHeight_s, "FallSpAttackHeight"); getStaticParam(&mFallSpAttackRadiusMin_s, "FallSpAttackRadiusMin"); getStaticParam(&mFallSpAttackRadiusMax_s, "FallSpAttackRadiusMax"); getStaticParam(&mFallSpAttackRadiusAdd_s, "FallSpAttackRadiusAdd"); getStaticParam(&mFallSpAttackRadiusAddLSword_s, "FallSpAttackRadiusAddLSword"); getStaticParam(&mFallSpLargeAttackRadius_s, "FallSpLargeAttackRadius"); getStaticParam(&mRumbleType_s, "RumbleType"); getStaticParam(&mRumblePowerMin_s, "RumblePowerMin"); getStaticParam(&mRumblePowerMax_s, "RumblePowerMax"); } void PlayerCutFall::calc_() { PlayerAction::calc_(); } } // namespace uking::action