#include "Game/Actor/AI/aiWillBallFollowAttack.h" namespace uking::ai { WillBallFollowAttack::WillBallFollowAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WillBallFollowAttack::~WillBallFollowAttack() = default; bool WillBallFollowAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WillBallFollowAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WillBallFollowAttack::leave_() { ksys::act::ai::Ai::leave_(); } void WillBallFollowAttack::loadParams_() { getStaticParam(&mImmidiateLightningTime_s, "ImmidiateLightningTime"); getStaticParam(&mCycleY_s, "CycleY"); getStaticParam(&mDelayTimer_s, "DelayTimer"); getStaticParam(&mImmidiateLightningXZ_s, "ImmidiateLightningXZ"); getStaticParam(&mImmidiateLightningY_s, "ImmidiateLightningY"); getStaticParam(&mAmplitudeY_s, "AmplitudeY"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mCenterPos_d, "CenterPos"); } } // namespace uking::ai