#include "Game/Actor/Action/actionEmitAttackBase.h" namespace uking::action { EmitAttackBase::EmitAttackBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} EmitAttackBase::~EmitAttackBase() = default; bool EmitAttackBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EmitAttackBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EmitAttackBase::leave_() { ksys::act::ai::Action::leave_(); } void EmitAttackBase::loadParams_() { getStaticParam(&mAttackIntensity_s, "AttackIntensity"); getStaticParam(&mAttackMinPower_s, "AttackMinPower"); getMapUnitParam(&mAttackPower_m, "AttackPower"); getMapUnitParam(&mAttackPowerForPlayer_m, "AttackPowerForPlayer"); getMapUnitParam(&mScaleTime_m, "ScaleTime"); getMapUnitParam(&mRange_m, "Range"); getMapUnitParam(&mRigidBodyName_m, "RigidBodyName"); } void EmitAttackBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action