#include "Game/Actor/AI/aiLeadToTarget.h" namespace uking::ai { LeadToTarget::LeadToTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LeadToTarget::~LeadToTarget() = default; bool LeadToTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LeadToTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LeadToTarget::leave_() { ksys::act::ai::Ai::leave_(); } void LeadToTarget::loadParams_() { getStaticParam(&mSuccessRadius_s, "SuccessRadius"); getStaticParam(&mWaitDistance_s, "WaitDistance"); getStaticParam(&mResumeLeadDistance_s, "ResumeLeadDistance"); getStaticParam(&mOkPathFailRange_s, "OkPathFailRange"); getStaticParam(&mDontWaitIfLeaderIsAhead_s, "DontWaitIfLeaderIsAhead"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mLeaderActor_d, "LeaderActor"); getStaticParam(&mWaitFramesAfterArrive_s, "WaitFramesAfterArrive"); } } // namespace uking::ai