#include "Game/Actor/AI/aiBreathAttackEnemyBattle.h" namespace uking::ai { BreathAttackEnemyBattle::BreathAttackEnemyBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {} BreathAttackEnemyBattle::~BreathAttackEnemyBattle() = default; bool BreathAttackEnemyBattle::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void BreathAttackEnemyBattle::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void BreathAttackEnemyBattle::leave_() { ksys::act::ai::Ai::leave_(); } void BreathAttackEnemyBattle::loadParams_() { getStaticParam(&mEnlargeTime_s, "EnlargeTime"); getStaticParam(&mAttackAngle_s, "AttackAngle"); getStaticParam(&mAttackRatio_s, "AttackRatio"); getStaticParam(&mBreathSize_s, "BreathSize"); getStaticParam(&mAttackIntervalIntensity_s, "AttackIntervalIntensity"); getStaticParam(&mGlobalNoAtkTime_s, "GlobalNoAtkTime"); getStaticParam(&mIsEndAfterAttack_s, "IsEndAfterAttack"); getStaticParam(&mIsDeleteBreath_s, "IsDeleteBreath"); getStaticParam(&mBreathName_s, "BreathName"); getStaticParam(&mIsUpdateNoticeState_s, "IsUpdateNoticeState"); } } // namespace uking::ai