#include "Game/Actor/AI/aiGameDataFlagSelector.h" #include "KingSystem/GameData/gdtManager.h" namespace uking::ai { GameDataFlagSelector::GameDataFlagSelector(const InitArg& arg) : ksys::act::ai::Ai(arg) {} GameDataFlagSelector::~GameDataFlagSelector() { ; } bool GameDataFlagSelector::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void GameDataFlagSelector::enter_(ksys::act::ai::InlineParamPack* params) { bool value = false; if (!mClearFlag_m.isEmpty()) ksys::gdt::Manager::instance()->getParam().get().getBool(&value, mClearFlag_m); if (value) changeChild("True"); else changeChild("False"); } void GameDataFlagSelector::calc_() {} void GameDataFlagSelector::leave_() { ksys::act::ai::Ai::leave_(); } void GameDataFlagSelector::loadParams_() { getStaticParam(&mCheckOnEnterOnly_s, "CheckOnEnterOnly"); getMapUnitParam(&mClearFlag_m, "ClearFlag"); } } // namespace uking::ai