#include "Game/AI/Action/actionShockWave.h" namespace uking::action { ShockWave::ShockWave(const InitArg& arg) : ksys::act::ai::Action(arg) {} ShockWave::~ShockWave() = default; bool ShockWave::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ShockWave::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ShockWave::leave_() { ksys::act::ai::Action::leave_(); } void ShockWave::loadParams_() { getMapUnitParam(&mAttackPower_m, "AttackPower"); getMapUnitParam(&mAttackAttr_m, "AttackAttr"); getMapUnitParam(&mAtMinDamage_m, "AtMinDamage"); getMapUnitParam(&mScaleTime_m, "ScaleTime"); getMapUnitParam(&mIsReuseActor_m, "IsReuseActor"); } void ShockWave::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action