#pragma once #include "Game/AI/Action/actionLastBossFlyWaitTurnToTarget.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class SiteBossFlyWaitTurnToTarget : public LastBossFlyWaitTurnToTarget { SEAD_RTTI_OVERRIDE(SiteBossFlyWaitTurnToTarget, LastBossFlyWaitTurnToTarget) public: explicit SiteBossFlyWaitTurnToTarget(const InitArg& arg); ~SiteBossFlyWaitTurnToTarget() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; }; } // namespace uking::action