#include "Game/Actor/AI/aiNPCAttack.h" namespace uking::ai { NPCAttack::NPCAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} NPCAttack::~NPCAttack() = default; bool NPCAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void NPCAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void NPCAttack::leave_() { ksys::act::ai::Ai::leave_(); } void NPCAttack::loadParams_() { getStaticParam(&mActionBaseTime_s, "ActionBaseTime"); getStaticParam(&mActionTimePlay_s, "ActionTimePlay"); getStaticParam(&mActionRate_s, "ActionRate"); getStaticParam(&mAttackRate_s, "AttackRate"); getStaticParam(&mAttackModeTime_s, "AttackModeTime"); getStaticParam(&mGuardModeTime_s, "GuardModeTime"); getStaticParam(&mEnemyChanceTime_s, "EnemyChanceTime"); getDynamicParam(&mTerrorLevel_d, "TerrorLevel"); getDynamicParam(&mIsBattleStart_d, "IsBattleStart"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mEnemyLink_d, "EnemyLink"); } } // namespace uking::ai