#include "Game/Actor/AI/aiAppearFromTarget.h" namespace uking::ai { AppearFromTarget::AppearFromTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} AppearFromTarget::~AppearFromTarget() = default; bool AppearFromTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void AppearFromTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void AppearFromTarget::leave_() { ksys::act::ai::Ai::leave_(); } void AppearFromTarget::loadParams_() { getStaticParam(&mDist_s, "Dist"); getStaticParam(&mTeraDist_s, "TeraDist"); getMapUnitParam(&mNearCreateAppearID_m, "NearCreateAppearID"); getAITreeVariable(&mIsStopFallCheck_a, "IsStopFallCheck"); } } // namespace uking::ai