#include "Game/Actor/Action/actionEventHoverNullASPlay.h" #include "KingSystem/Physics/System/physInstanceSet.h" namespace uking::action { EventHoverNullASPlay::EventHoverNullASPlay(const InitArg& arg) : EventNullASPlayBase(arg) {} EventHoverNullASPlay::~EventHoverNullASPlay() = default; bool EventHoverNullASPlay::init_(sead::Heap* heap) { return EventNullASPlayBase::init_(heap); } void EventHoverNullASPlay::enter_(ksys::act::ai::InlineParamPack* params) { EventNullASPlayBase::enter_(params); mCCAccessor.changeMotionType(mActor->getCharacterController(), ksys::act::MotionType::Hover); } void EventHoverNullASPlay::leave_() { resetAllMotion(mActor); EventNullASPlayBase::leave_(); } void EventHoverNullASPlay::loadParams_() { EventNullASPlayBase::loadParams_(); } void EventHoverNullASPlay::calc_() { EventNullASPlayBase::calc_(); } } // namespace uking::action