#include "Game/Actor/Action/actionEventNullASPlayBase.h" namespace uking::action { EventNullASPlayBase::EventNullASPlayBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} EventNullASPlayBase::~EventNullASPlayBase() = default; bool EventNullASPlayBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EventNullASPlayBase::enter_(ksys::act::ai::InlineParamPack* params) { playAS(mASName_d.cstr(), *mIsIgnoreSame_d, *mASSlot_d, *mSequenceBank_d, -1.0); mFlags.set(ksys::act::ai::Action::Flag::Changeable); } void EventNullASPlayBase::leave_() { ksys::act::ai::Action::leave_(); } void EventNullASPlayBase::loadParams_() { getDynamicParam(&mASSlot_d, "ASSlot"); getDynamicParam(&mSequenceBank_d, "SequenceBank"); getDynamicParam(&mIsIgnoreSame_d, "IsIgnoreSame"); getDynamicParam(&mIsChangeable_d, "IsChangeable"); getDynamicParam(&mASName_d, "ASName"); } void EventNullASPlayBase::calc_() { if (!isFailed() && isFinishedAS(*mASSlot_d, *mSequenceBank_d)) { setFinished(); } } } // namespace uking::action