#include "Game/Actor/AI/aiGuardianMiniBattle.h" namespace uking::ai { GuardianMiniBattle::GuardianMiniBattle(const InitArg& arg) : EnemyBattle(arg) {} GuardianMiniBattle::~GuardianMiniBattle() = default; bool GuardianMiniBattle::init_(sead::Heap* heap) { return EnemyBattle::init_(heap); } void GuardianMiniBattle::enter_(ksys::act::ai::InlineParamPack* params) { EnemyBattle::enter_(params); } void GuardianMiniBattle::leave_() { EnemyBattle::leave_(); } void GuardianMiniBattle::loadParams_() { EnemyBattle::loadParams_(); getStaticParam(&mRootNodeName_s, "RootNodeName"); getStaticParam(&mArm1NodeName_s, "Arm1NodeName"); getStaticParam(&mArm2NodeName_s, "Arm2NodeName"); getStaticParam(&mArm3NodeName_s, "Arm3NodeName"); getStaticParam(&mASSlotRight_s, "ASSlotRight"); getStaticParam(&mASSlotLeft_s, "ASSlotLeft"); getStaticParam(&mASSlotBack_s, "ASSlotBack"); getStaticParam(&mRollingInterval_s, "RollingInterval"); getStaticParam(&mBaseDist_s, "BaseDist"); getStaticParam(&mFarDist_s, "FarDist"); getStaticParam(&mIsIgnoreArmCondition_s, "IsIgnoreArmCondition"); getStaticParam(&mTurnMoveTime_s, "TurnMoveTime"); getStaticParam(&mTurnMovePer_s, "TurnMovePer"); getStaticParam(&mTurnMoveStartDist_s, "TurnMoveStartDist"); getStaticParam(&mCounterStartDamageCount_s, "CounterStartDamageCount"); getStaticParam(&mCounterStartTime_s, "CounterStartTime"); getStaticParam(&mCheckOnNoNavMesh_s, "CheckOnNoNavMesh"); getAITreeVariable(&mDamagedCount_a, "DamagedCount"); } } // namespace uking::ai