#include "Game/Actor/AI/aiGanonApproachOnFloorRoot.h" namespace uking::ai { GanonApproachOnFloorRoot::GanonApproachOnFloorRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} GanonApproachOnFloorRoot::~GanonApproachOnFloorRoot() = default; bool GanonApproachOnFloorRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void GanonApproachOnFloorRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void GanonApproachOnFloorRoot::leave_() { ksys::act::ai::Ai::leave_(); } void GanonApproachOnFloorRoot::loadParams_() { getStaticParam(&mFinDist_s, "FinDist"); getStaticParam(&mApproachTime_s, "ApproachTime"); getStaticParam(&mFinFarDist_s, "FinFarDist"); getStaticParam(&mMoveFrontRate_s, "MoveFrontRate"); getStaticParam(&mMoveFrontLRRate_s, "MoveFrontLRRate"); getStaticParam(&mMoveBackLRRate_s, "MoveBackLRRate"); getStaticParam(&mCloseDist_s, "CloseDist"); getStaticParam(&mForbitAngMin_s, "ForbitAngMin"); getStaticParam(&mForbitAngMax_s, "ForbitAngMax"); getStaticParam(&mCheckPosAng0_s, "CheckPosAng0"); getStaticParam(&mCheckPosAng1_s, "CheckPosAng1"); getStaticParam(&mCheckPosAng2_s, "CheckPosAng2"); getStaticParam(&mCheckPosAng3_s, "CheckPosAng3"); getStaticParam(&mCheckPosAng4_s, "CheckPosAng4"); getDynamicParam(&mIsMoveSide_d, "IsMoveSide"); getDynamicParam(&mIsChangeable_d, "IsChangeable"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mMoveDstPos_d, "MoveDstPos"); } } // namespace uking::ai