1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
|
#include "Game/Actor/AI/aiBokoblinArrowBattle.h"
namespace uking::ai {
BokoblinArrowBattle::BokoblinArrowBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
BokoblinArrowBattle::~BokoblinArrowBattle() = default;
void BokoblinArrowBattle::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void BokoblinArrowBattle::leave_() {
ksys::act::ai::Ai::leave_();
}
void BokoblinArrowBattle::loadParams_() {
getStaticParam(&mHoldInterval_s, "HoldInterval");
getStaticParam(&mHoldIntervalLast_s, "HoldIntervalLast");
getStaticParam(&mHoldIntervalRand_s, "HoldIntervalRand");
getStaticParam(&mLeaveStartDist_s, "LeaveStartDist");
getStaticParam(&mLeaveEndDist_s, "LeaveEndDist");
getStaticParam(&mLeaveWaitTime_s, "LeaveWaitTime");
getStaticParam(&mLeaveTime_s, "LeaveTime");
getStaticParam(&mBaseDist_s, "BaseDist");
getStaticParam(&mOutDist_s, "OutDist");
getStaticParam(&mOutDistVMin_s, "OutDistVMin");
getStaticParam(&mOutDistVMax_s, "OutDistVMax");
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mLeaveTime_s, "LeaveTime");
getStaticParam(&mBlindlyAttackMinNum_s, "BlindlyAttackMinNum");
getStaticParam(&mBlindlyAttackMaxNum_s, "BlindlyAttackMaxNum");
getDynamicParam(&mTargetPos_d, "TargetPos");
getStaticParam(&mShootDistRatio_s, "ShootDistRatio");
getStaticParam(&mIsEndAfterAttack_s, "IsEndAfterAttack");
getStaticParam(&mIsUpdateNoticeState_s, "IsUpdateNoticeState");
}
} // namespace uking::ai
|