#include "Game/Actor/AI/aiBokoblinArrowBattle.h" namespace uking::ai { BokoblinArrowBattle::BokoblinArrowBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {} BokoblinArrowBattle::~BokoblinArrowBattle() = default; void BokoblinArrowBattle::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void BokoblinArrowBattle::leave_() { ksys::act::ai::Ai::leave_(); } void BokoblinArrowBattle::loadParams_() { getStaticParam(&mHoldInterval_s, "HoldInterval"); getStaticParam(&mHoldIntervalLast_s, "HoldIntervalLast"); getStaticParam(&mHoldIntervalRand_s, "HoldIntervalRand"); getStaticParam(&mLeaveStartDist_s, "LeaveStartDist"); getStaticParam(&mLeaveEndDist_s, "LeaveEndDist"); getStaticParam(&mLeaveWaitTime_s, "LeaveWaitTime"); getStaticParam(&mLeaveTime_s, "LeaveTime"); getStaticParam(&mBaseDist_s, "BaseDist"); getStaticParam(&mOutDist_s, "OutDist"); getStaticParam(&mOutDistVMin_s, "OutDistVMin"); getStaticParam(&mOutDistVMax_s, "OutDistVMax"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mLeaveTime_s, "LeaveTime"); getStaticParam(&mBlindlyAttackMinNum_s, "BlindlyAttackMinNum"); getStaticParam(&mBlindlyAttackMaxNum_s, "BlindlyAttackMaxNum"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mShootDistRatio_s, "ShootDistRatio"); getStaticParam(&mIsEndAfterAttack_s, "IsEndAfterAttack"); getStaticParam(&mIsUpdateNoticeState_s, "IsUpdateNoticeState"); } } // namespace uking::ai