#include "Game/Actor/Action/actionASPlayRotateTurnToTarget.h" namespace uking::action { ASPlayRotateTurnToTarget::ASPlayRotateTurnToTarget(const InitArg& arg) : ksys::act::ai::Action(arg) {} ASPlayRotateTurnToTarget::~ASPlayRotateTurnToTarget() = default; bool ASPlayRotateTurnToTarget::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ASPlayRotateTurnToTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ASPlayRotateTurnToTarget::leave_() { ksys::act::ai::Action::leave_(); } void ASPlayRotateTurnToTarget::loadParams_() { getStaticParam(&mAngSpd_s, "AngSpd"); getStaticParam(&mIsJumpType_s, "IsJumpType"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mIsChangeable_s, "IsChangeable"); } void ASPlayRotateTurnToTarget::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action