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#include "Game/Actor/AI/aiCreateActorWithTarget.h"
namespace uking::ai {
CreateActorWithTarget::CreateActorWithTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
CreateActorWithTarget::~CreateActorWithTarget() = default;
bool CreateActorWithTarget::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void CreateActorWithTarget::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void CreateActorWithTarget::leave_() {
ksys::act::ai::Ai::leave_();
}
void CreateActorWithTarget::loadParams_() {
getStaticParam(&mCreateNewActorInterval_s, "CreateNewActorInterval");
getStaticParam(&mCreateBasePosNum_s, "CreateBasePosNum");
getStaticParam(&mCreateContinueTime_s, "CreateContinueTime");
getStaticParam(&mAfterWaitTime_s, "AfterWaitTime");
getStaticParam(&mIsAllowCreateNoSafeArea_s, "IsAllowCreateNoSafeArea");
getStaticParam(&mIsRotateTargetDir_s, "IsRotateTargetDir");
getStaticParam(&mCreateActorName_s, "CreateActorName");
getStaticParam(&mBaseOffset_s, "BaseOffset");
getStaticParam(&mCreateRandArea_s, "CreateRandArea");
getStaticParam(&mProhibitedCreateArea_s, "ProhibitedCreateArea");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
} // namespace uking::ai
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