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#include "Game/Actor/AI/aiGuardianMiniBeamAttack.h"
namespace uking::ai {
GuardianMiniBeamAttack::GuardianMiniBeamAttack(const InitArg& arg)
: GuideBeamAttackEnemyBattle(arg) {}
GuardianMiniBeamAttack::~GuardianMiniBeamAttack() = default;
void GuardianMiniBeamAttack::enter_(ksys::act::ai::InlineParamPack* params) {
GuideBeamAttackEnemyBattle::enter_(params);
}
void GuardianMiniBeamAttack::leave_() {
GuideBeamAttackEnemyBattle::leave_();
}
void GuardianMiniBeamAttack::loadParams_() {
GuideBeamAttackEnemyBattle::loadParams_();
getStaticParam(&mHeadNodeName_s, "HeadNodeName");
getStaticParam(&mAttackInterval_s, "AttackInterval");
getStaticParam(&mEndShaderASFrame_s, "EndShaderASFrame");
getStaticParam(&mLoopShaderASName_s, "LoopShaderASName");
getStaticParam(&mEndShaderASName_s, "EndShaderASName");
getStaticParam(&mPreLaunchEffectName_s, "PreLaunchEffectName");
getStaticParam(&mIsChangeable_s, "IsChangeable");
getStaticParam(&mIsFinalBattle_s, "IsFinalBattle");
getStaticParam(&mInDirAngle_s, "InDirAngle");
}
} // namespace uking::ai
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