#include "Game/AI/Action/actionWillBallAction.h" namespace uking::action { WillBallAction::WillBallAction(const InitArg& arg) : ksys::act::ai::Action(arg) {} WillBallAction::~WillBallAction() = default; bool WillBallAction::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void WillBallAction::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void WillBallAction::leave_() { ksys::act::ai::Action::leave_(); } void WillBallAction::loadParams_() { getStaticParam(&mRotBaseRatio_s, "RotBaseRatio"); getStaticParam(&mMaxSpeed_s, "MaxSpeed"); getStaticParam(&mRotSpeed_s, "RotSpeed"); getStaticParam(&mReachRange_s, "ReachRange"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mTiredAngle_s, "TiredAngle"); getStaticParam(&mIsIgnoreLastSpRot_s, "IsIgnoreLastSpRot"); getStaticParam(&mIsAddAABBHeight_s, "IsAddAABBHeight"); getStaticParam(&mIsGround_s, "IsGround"); getStaticParam(&mAccel_s, "Accel"); } void WillBallAction::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action