#include "Game/Actor/AI/aiGuardianMiniBeamAttack.h" namespace uking::ai { GuardianMiniBeamAttack::GuardianMiniBeamAttack(const InitArg& arg) : GuideBeamAttackEnemyBattle(arg) {} GuardianMiniBeamAttack::~GuardianMiniBeamAttack() = default; void GuardianMiniBeamAttack::enter_(ksys::act::ai::InlineParamPack* params) { GuideBeamAttackEnemyBattle::enter_(params); } void GuardianMiniBeamAttack::leave_() { GuideBeamAttackEnemyBattle::leave_(); } void GuardianMiniBeamAttack::loadParams_() { GuideBeamAttackEnemyBattle::loadParams_(); getStaticParam(&mHeadNodeName_s, "HeadNodeName"); getStaticParam(&mAttackInterval_s, "AttackInterval"); getStaticParam(&mEndShaderASFrame_s, "EndShaderASFrame"); getStaticParam(&mLoopShaderASName_s, "LoopShaderASName"); getStaticParam(&mEndShaderASName_s, "EndShaderASName"); getStaticParam(&mPreLaunchEffectName_s, "PreLaunchEffectName"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mIsFinalBattle_s, "IsFinalBattle"); getStaticParam(&mInDirAngle_s, "InDirAngle"); } } // namespace uking::ai