#include "Game/Actor/AI/aiPriestBossWalkAttack.h" namespace uking::ai { PriestBossWalkAttack::PriestBossWalkAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PriestBossWalkAttack::~PriestBossWalkAttack() = default; bool PriestBossWalkAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PriestBossWalkAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PriestBossWalkAttack::leave_() { ksys::act::ai::Ai::leave_(); } void PriestBossWalkAttack::loadParams_() { getStaticParam(&mAtDirType_s, "AtDirType"); getStaticParam(&mAtAttr_s, "AtAttr"); getStaticParam(&mAtType_s, "AtType"); getStaticParam(&mAtShieldBreakPower_s, "AtShieldBreakPower"); getStaticParam(&mAtImpact_s, "AtImpact"); getStaticParam(&mAtPowerReduce_s, "AtPowerReduce"); getStaticParam(&mAtPower_s, "AtPower"); getStaticParam(&mAtDamage_s, "AtDamage"); getStaticParam(&mGoalDistanceTolerance_s, "GoalDistanceTolerance"); getStaticParam(&mAngleNeedTurn_s, "AngleNeedTurn"); getDynamicParam(&mTargetPos_d, "TargetPos"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai