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
40
41
42
43
44
45
|
#include "Game/Actor/AI/aiGolemRootBase.h"
namespace uking::ai {
GolemRootBase::GolemRootBase(const InitArg& arg) : EnemyRoot(arg) {}
GolemRootBase::~GolemRootBase() = default;
bool GolemRootBase::init_(sead::Heap* heap) {
return EnemyRoot::init_(heap);
}
void GolemRootBase::enter_(ksys::act::ai::InlineParamPack* params) {
EnemyRoot::enter_(params);
}
void GolemRootBase::leave_() {
EnemyRoot::leave_();
}
void GolemRootBase::loadParams_() {
EnemyRoot::loadParams_();
getStaticParam(&mShaderASTargetBone_s, "ShaderASTargetBone");
getStaticParam(&mBodyShaderSeqBank_s, "BodyShaderSeqBank");
getStaticParam(&mArmRShaderSeqBank_s, "ArmRShaderSeqBank");
getStaticParam(&mArmLShaderSeqBank_s, "ArmLShaderSeqBank");
getStaticParam(&mUpperArmL_PartsKey_s, "UpperArmL_PartsKey");
getStaticParam(&mLowerArmL_PartsKey_s, "LowerArmL_PartsKey");
getStaticParam(&mUpperArmR_PartsKey_s, "UpperArmR_PartsKey");
getStaticParam(&mLowerArmR_PartsKey_s, "LowerArmR_PartsKey");
getStaticParam(&mChemicalFieldKey_s, "ChemicalFieldKey");
getStaticParam(&mBodyDeactiveAS_s, "BodyDeactiveAS");
getStaticParam(&mArmRDeactiveAS_s, "ArmRDeactiveAS");
getStaticParam(&mArmLDeactiveAS_s, "ArmLDeactiveAS");
getStaticParam(&mBodyActiveAS_s, "BodyActiveAS");
getStaticParam(&mArmRActiveAS_s, "ArmRActiveAS");
getStaticParam(&mArmLActiveAS_s, "ArmLActiveAS");
getStaticParam(&mBodyMimicAS_s, "BodyMimicAS");
getStaticParam(&mArmRMimicAS_s, "ArmRMimicAS");
getStaticParam(&mArmLMimicAS_s, "ArmLMimicAS");
getMapUnitParam(&mGolemTextureName_m, "GolemTextureName");
getAITreeVariable(&mGolemChemicalController_a, "GolemChemicalController");
}
} // namespace uking::ai
|