#include "Game/Actor/Action/actionBindPlayerNodeBase.h" namespace uking::action { BindPlayerNodeBase::BindPlayerNodeBase(const InitArg& arg) : ActionEx(arg) {} BindPlayerNodeBase::~BindPlayerNodeBase() = default; void BindPlayerNodeBase::enter_(ksys::act::ai::InlineParamPack* params) { ActionEx::enter_(params); } void BindPlayerNodeBase::leave_() { ActionEx::leave_(); } void BindPlayerNodeBase::loadParams_() { getStaticParam(&mBoneName_s, "BoneName"); getStaticParam(&mPosOffset_s, "PosOffset"); getStaticParam(&mRotOffsetXyz_s, "RotOffsetXyz"); } void BindPlayerNodeBase::calc_() { if (isFinishedAS(0, 0)) setFinished(); } } // namespace uking::action