#include "Game/Actor/AI/aiEnemyBattle.h" namespace uking::ai { EnemyBattle::EnemyBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {} void EnemyBattle::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyBattle::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyBattle::loadParams_() { getStaticParam(&mRetFrmGrdAtkTimer_s, "RetFrmGrdAtkTimer"); getStaticParam(&mRetFrmGrdAtkPrcTimer_s, "RetFrmGrdAtkPrcTimer"); getStaticParam(&mRetFrmDmgAtkTimer_s, "RetFrmDmgAtkTimer"); getStaticParam(&mGlobalNoAtkTime_s, "GlobalNoAtkTime"); getStaticParam(&mGlobalNoAtkTimeRnd_s, "GlobalNoAtkTimeRnd"); getStaticParam(&mAttackAngle_s, "AttackAngle"); getStaticParam(&mAttackIntervalIntensity_s, "AttackIntervalIntensity"); getStaticParam(&mDisplayCheckRadius_s, "DisplayCheckRadius"); getStaticParam(&mIsUpdateNoticeState_s, "IsUpdateNoticeState"); getStaticParam(&mIsCheckLineReachable_s, "IsCheckLineReachable"); } } // namespace uking::ai