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#include "Game/Actor/AI/aiEnemyRangeKeepMove.h"
namespace uking::ai {
EnemyRangeKeepMove::EnemyRangeKeepMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
EnemyRangeKeepMove::~EnemyRangeKeepMove() = default;
bool EnemyRangeKeepMove::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyRangeKeepMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyRangeKeepMove::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyRangeKeepMove::loadParams_() {
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mBackTimeMin_s, "BackTimeMin");
getStaticParam(&mBackTimeMax_s, "BackTimeMax");
getStaticParam(&mLeaveTimerMin_s, "LeaveTimerMin");
getStaticParam(&mLeaveTimerMax_s, "LeaveTimerMax");
getStaticParam(&mPosVibrateFrame_s, "PosVibrateFrame");
getStaticParam(&mRotVelVibrateFrame_s, "RotVelVibrateFrame");
getStaticParam(&mCloseDist_s, "CloseDist");
getStaticParam(&mFarDist_s, "FarDist");
getStaticParam(&mOutDist_s, "OutDist");
getStaticParam(&mBaseDist_s, "BaseDist");
getStaticParam(&mSpaceDist_s, "SpaceDist");
getStaticParam(&mSpaceAngle_s, "SpaceAngle");
getStaticParam(&mNoMoveDist_s, "NoMoveDist");
getStaticParam(&mIsCheckBack_s, "IsCheckBack");
getStaticParam(&mIsCheckReachable_s, "IsCheckReachable");
getAITreeVariable(&mRefPosVibrateCheckerForAI_a, "RefPosVibrateCheckerForAI");
getAITreeVariable(&mRefVelRotVibrateCheckerforAI_a, "RefVelRotVibrateCheckerforAI");
}
} // namespace uking::ai
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