#include "Game/Actor/AI/aiPriestBossIronBall.h" namespace uking::ai { PriestBossIronBall::PriestBossIronBall(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PriestBossIronBall::~PriestBossIronBall() = default; bool PriestBossIronBall::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PriestBossIronBall::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PriestBossIronBall::leave_() { ksys::act::ai::Ai::leave_(); } void PriestBossIronBall::loadParams_() { getStaticParam(&mIronBallWaitThunderTime_s, "IronBallWaitThunderTime"); getStaticParam(&mChangeEndAnime_s, "ChangeEndAnime"); getStaticParam(&mIronBallOffsetY_s, "IronBallOffsetY"); getStaticParam(&mIronBallRadius_s, "IronBallRadius"); getStaticParam(&mIronBallAngle_s, "IronBallAngle"); getStaticParam(&mIronSummonLeftBoneName_s, "IronSummonLeftBoneName"); getStaticParam(&mIronSummonRightBoneName_s, "IronSummonRightBoneName"); getStaticParam(&mIronBallAngleOffset_s, "IronBallAngleOffset"); getStaticParam(&mIsAfterAttack_s, "IsAfterAttack"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai