#include "Game/Actor/AI/aiCreateActorWithTarget.h" namespace uking::ai { CreateActorWithTarget::CreateActorWithTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} CreateActorWithTarget::~CreateActorWithTarget() = default; bool CreateActorWithTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void CreateActorWithTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void CreateActorWithTarget::leave_() { ksys::act::ai::Ai::leave_(); } void CreateActorWithTarget::loadParams_() { getStaticParam(&mCreateNewActorInterval_s, "CreateNewActorInterval"); getStaticParam(&mCreateBasePosNum_s, "CreateBasePosNum"); getStaticParam(&mCreateContinueTime_s, "CreateContinueTime"); getStaticParam(&mAfterWaitTime_s, "AfterWaitTime"); getStaticParam(&mIsAllowCreateNoSafeArea_s, "IsAllowCreateNoSafeArea"); getStaticParam(&mIsRotateTargetDir_s, "IsRotateTargetDir"); getStaticParam(&mCreateActorName_s, "CreateActorName"); getStaticParam(&mBaseOffset_s, "BaseOffset"); getStaticParam(&mCreateRandArea_s, "CreateRandArea"); getStaticParam(&mProhibitedCreateArea_s, "ProhibitedCreateArea"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai