#include "Game/Actor/Player/Action/actionPlayerParashawlGlideBase.h" namespace uking::action { PlayerParashawlGlideBase::PlayerParashawlGlideBase(const InitArg& arg) : PlayerAction(arg) {} void PlayerParashawlGlideBase::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void PlayerParashawlGlideBase::leave_() { PlayerAction::leave_(); } void PlayerParashawlGlideBase::loadParams_() { getStaticParam(&mGlideSpeedMax_s, "GlideSpeedMax"); getStaticParam(&mLv2GlideSpeedMax_s, "Lv2GlideSpeedMax"); getStaticParam(&mGlideBodyFrontX_s, "GlideBodyFrontX"); getStaticParam(&mGlideBodyBackX_s, "GlideBodyBackX"); getStaticParam(&mGlideBodySideZ_s, "GlideBodySideZ"); getStaticParam(&mGlideRotMax_s, "GlideRotMax"); getStaticParam(&mGlideRotMin_s, "GlideRotMin"); getStaticParam(&mGlideRotRate_s, "GlideRotRate"); getStaticParam(&mWindScale_s, "WindScale"); getStaticParam(&mOverSpeedDec_s, "OverSpeedDec"); getStaticParam(&mGlideRotSpeed_s, "GlideRotSpeed"); getStaticParam(&mGlideNoSideAngle_s, "GlideNoSideAngle"); } void PlayerParashawlGlideBase::calc_() { PlayerAction::calc_(); } } // namespace uking::action