#include "Game/AI/Action/actionWaterEmitter.h" namespace uking::action { WaterEmitter::WaterEmitter(const InitArg& arg) : ksys::act::ai::Action(arg) {} WaterEmitter::~WaterEmitter() = default; bool WaterEmitter::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void WaterEmitter::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void WaterEmitter::leave_() { ksys::act::ai::Action::leave_(); } void WaterEmitter::loadParams_() { getStaticParam(&mEffectType_s, "EffectType"); getStaticParam(&mRadius_s, "Radius"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mInterval_s, "Interval"); getStaticParam(&mBindNodeName_s, "BindNodeName"); getStaticParam(&mOffset_s, "Offset"); getStaticParam(&mVelocityDir_s, "VelocityDir"); } void WaterEmitter::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action