#include "Game/Actor/AI/aiRemainsWaterBulletController.h" namespace uking::ai { RemainsWaterBulletController::RemainsWaterBulletController(const InitArg& arg) : ksys::act::ai::Ai(arg) {} RemainsWaterBulletController::~RemainsWaterBulletController() = default; bool RemainsWaterBulletController::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void RemainsWaterBulletController::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void RemainsWaterBulletController::leave_() { ksys::act::ai::Ai::leave_(); } void RemainsWaterBulletController::loadParams_() { getStaticParam(&mInsideAreaRadius_s, "InsideAreaRadius"); getStaticParam(&mFirstBulletTimer_s, "FirstBulletTimer"); getStaticParam(&mSecondBulletTimer_s, "SecondBulletTimer"); getStaticParam(&mNextBulletTimerSuccess_s, "NextBulletTimerSuccess"); getStaticParam(&mNextBulletTimerFail_s, "NextBulletTimerFail"); getStaticParam(&mChaseBulletNum_s, "ChaseBulletNum"); getStaticParam(&mExplodeBulletNum_s, "ExplodeBulletNum"); getStaticParam(&mChaseBulletActorName_s, "ChaseBulletActorName"); getStaticParam(&mExplodeBulletActorName_s, "ExplodeBulletActorName"); getStaticParam(&mInsideAreaCenter_s, "InsideAreaCenter"); getStaticParam(&mInsideAreaWidth_s, "InsideAreaWidth"); getAITreeVariable(&mRemainsWaterBattleInfo_a, "RemainsWaterBattleInfo"); } } // namespace uking::ai