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#pragma once
#include "Game/Actor/AI/aiGuideBeamAttackEnemyBattle.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class GuardianMiniBeamAttack : public GuideBeamAttackEnemyBattle {
SEAD_RTTI_OVERRIDE(GuardianMiniBeamAttack, GuideBeamAttackEnemyBattle)
public:
explicit GuardianMiniBeamAttack(const InitArg& arg);
~GuardianMiniBeamAttack() override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// static_param at offset 0x250
sead::SafeString mHeadNodeName_s{};
// static_param at offset 0x260
const int* mAttackInterval_s{};
// static_param at offset 0x268
const int* mEndShaderASFrame_s{};
// static_param at offset 0x270
sead::SafeString mLoopShaderASName_s{};
// static_param at offset 0x280
sead::SafeString mEndShaderASName_s{};
// static_param at offset 0x290
sead::SafeString mPreLaunchEffectName_s{};
// static_param at offset 0x2a0
const bool* mIsChangeable_s{};
// static_param at offset 0x2a8
const bool* mIsFinalBattle_s{};
// static_param at offset 0x2b0
const float* mInDirAngle_s{};
};
} // namespace uking::ai
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