#include "Game/AI/Action/actionPlayerCutJump.h" namespace uking::action { PlayerCutJump::PlayerCutJump(const InitArg& arg) : PlayerAction(arg) {} void PlayerCutJump::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void PlayerCutJump::leave_() { PlayerAction::leave_(); } void PlayerCutJump::loadParams_() { getStaticParam(&mAttackRatioNSword_s, "AttackRatioNSword"); getStaticParam(&mAttackRatioLSword_s, "AttackRatioLSword"); getStaticParam(&mAttackRatioSpear_s, "AttackRatioSpear"); getStaticParam(&mCutJumpSpeedF_s, "CutJumpSpeedF"); getStaticParam(&mCutJumpHeight_s, "CutJumpHeight"); getStaticParam(&mCutJumpShortSpeedF_s, "CutJumpShortSpeedF"); getStaticParam(&mCutJumpShortHeight_s, "CutJumpShortHeight"); getStaticParam(&mCutJumpSpeedFLSword_s, "CutJumpSpeedFLSword"); getStaticParam(&mAimDistOffset_s, "AimDistOffset"); getStaticParam(&mSwingFrameBeforeGround_s, "SwingFrameBeforeGround"); getStaticParam(&mFallSpAttackHeight_s, "FallSpAttackHeight"); getStaticParam(&mFallSpAttackRadiusMin_s, "FallSpAttackRadiusMin"); getStaticParam(&mFallSpAttackRadiusMax_s, "FallSpAttackRadiusMax"); getStaticParam(&mFallSpAttackRadiusAdd_s, "FallSpAttackRadiusAdd"); getStaticParam(&mFallSpAttackRadiusAddLSword_s, "FallSpAttackRadiusAddLSword"); getStaticParam(&mFallSpAttackCheckUnderDist_s, "FallSpAttackCheckUnderDist"); getStaticParam(&mFallSpLargeAttackRadius_s, "FallSpLargeAttackRadius"); getStaticParam(&mRumbleType_s, "RumbleType"); getStaticParam(&mRumblePowerMin_s, "RumblePowerMin"); getStaticParam(&mRumblePowerMax_s, "RumblePowerMax"); getStaticParam(&mParashawlInvalidTime_s, "ParashawlInvalidTime"); } void PlayerCutJump::calc_() { PlayerAction::calc_(); } } // namespace uking::action