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#include "Game/Actor/AI/aiGanonApproachOnFloorRoot.h"
namespace uking::ai {
GanonApproachOnFloorRoot::GanonApproachOnFloorRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
GanonApproachOnFloorRoot::~GanonApproachOnFloorRoot() = default;
bool GanonApproachOnFloorRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void GanonApproachOnFloorRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void GanonApproachOnFloorRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void GanonApproachOnFloorRoot::loadParams_() {
getStaticParam(&mFinDist_s, "FinDist");
getStaticParam(&mApproachTime_s, "ApproachTime");
getStaticParam(&mFinFarDist_s, "FinFarDist");
getStaticParam(&mMoveFrontRate_s, "MoveFrontRate");
getStaticParam(&mMoveFrontLRRate_s, "MoveFrontLRRate");
getStaticParam(&mMoveBackLRRate_s, "MoveBackLRRate");
getStaticParam(&mCloseDist_s, "CloseDist");
getStaticParam(&mForbitAngMin_s, "ForbitAngMin");
getStaticParam(&mForbitAngMax_s, "ForbitAngMax");
getStaticParam(&mCheckPosAng0_s, "CheckPosAng0");
getStaticParam(&mCheckPosAng1_s, "CheckPosAng1");
getStaticParam(&mCheckPosAng2_s, "CheckPosAng2");
getStaticParam(&mCheckPosAng3_s, "CheckPosAng3");
getStaticParam(&mCheckPosAng4_s, "CheckPosAng4");
getDynamicParam(&mIsMoveSide_d, "IsMoveSide");
getDynamicParam(&mIsChangeable_d, "IsChangeable");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mMoveDstPos_d, "MoveDstPos");
}
} // namespace uking::ai
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