#include "Game/Actor/AI/aiWillBallRoot.h" namespace uking::ai { WillBallRoot::WillBallRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WillBallRoot::~WillBallRoot() = default; bool WillBallRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WillBallRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WillBallRoot::leave_() { ksys::act::ai::Ai::leave_(); } void WillBallRoot::loadParams_() { getStaticParam(&mMagneLightningTime_s, "MagneLightningTime"); getStaticParam(&mMinimizedTime_s, "MinimizedTime"); getStaticParam(&mImmidiateLightningXZ_s, "ImmidiateLightningXZ"); getStaticParam(&mImmidiateLightningY_s, "ImmidiateLightningY"); getStaticParam(&mImmidiateLightningXZTarget_s, "ImmidiateLightningXZTarget"); getStaticParam(&mImmidiateLightningYTarget_s, "ImmidiateLightningYTarget"); getStaticParam(&mLightningTimeMinimizeDist_s, "LightningTimeMinimizeDist"); getStaticParam(&mIsExplode_s, "IsExplode"); getMapUnitParam(&mCount_m, "Count"); } } // namespace uking::ai