#include "Game/AI/Action/actionPlayerCutTurn.h" namespace uking::action { PlayerCutTurn::PlayerCutTurn(const InitArg& arg) : PlayerAction(arg) {} PlayerCutTurn::~PlayerCutTurn() = default; void PlayerCutTurn::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void PlayerCutTurn::leave_() { PlayerAction::leave_(); } void PlayerCutTurn::loadParams_() { getStaticParam(&mAttackRatioNSword_s, "AttackRatioNSword"); getStaticParam(&mAttackRatioLSword_s, "AttackRatioLSword"); getStaticParam(&mAttackRatioSpear_s, "AttackRatioSpear"); getStaticParam(&mEnergyAttack_s, "EnergyAttack"); getStaticParam(&mEnergyChargeStart_s, "EnergyChargeStart"); getStaticParam(&mRangeDiam_s, "RangeDiam"); getStaticParam(&mRangeDiamAdd_s, "RangeDiamAdd"); getStaticParam(&mMaxChargeLvNSword_s, "MaxChargeLvNSword"); getStaticParam(&mRangeDiamAddNSword_s, "RangeDiamAddNSword"); } void PlayerCutTurn::calc_() { PlayerAction::calc_(); } } // namespace uking::action