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#include "Game/Actor/AI/aiGameDataFlagSelector.h"
#include "KingSystem/GameData/gdtManager.h"
namespace uking::ai {
GameDataFlagSelector::GameDataFlagSelector(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
GameDataFlagSelector::~GameDataFlagSelector() {
;
}
bool GameDataFlagSelector::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void GameDataFlagSelector::enter_(ksys::act::ai::InlineParamPack* params) {
bool value = false;
if (!mClearFlag_m.isEmpty())
ksys::gdt::Manager::instance()->getParam().get().getBool(&value, mClearFlag_m);
if (value)
changeChild("True");
else
changeChild("False");
}
void GameDataFlagSelector::calc_() {}
void GameDataFlagSelector::leave_() {
ksys::act::ai::Ai::leave_();
}
void GameDataFlagSelector::loadParams_() {
getStaticParam(&mCheckOnEnterOnly_s, "CheckOnEnterOnly");
getMapUnitParam(&mClearFlag_m, "ClearFlag");
}
} // namespace uking::ai
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