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#pragma once
#include "Game/Actor/AI/aiBreathAttackEnemyBattle.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class GuideBeamAttackEnemyBattle : public BreathAttackEnemyBattle {
SEAD_RTTI_OVERRIDE(GuideBeamAttackEnemyBattle, BreathAttackEnemyBattle)
public:
explicit GuideBeamAttackEnemyBattle(const InitArg& arg);
~GuideBeamAttackEnemyBattle() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// static_param at offset 0xb0
const float* mFluctuationRange_s{};
// static_param at offset 0xb8
const float* mFluctuationSpan_s{};
// static_param at offset 0xc0
const float* mTargetOffsetY_s{};
// static_param at offset 0xc8
sead::SafeString mNodeName_s{};
// static_param at offset 0xd8
const bool* mIsValidGuide_s{};
// static_param at offset 0xe0
const bool* mIsIgnoreSmallHit_s{};
// static_param at offset 0xe8
const bool* mIsChangeable_s{};
// static_param at offset 0xf0
sead::SafeString mAimEffectName_s{};
};
} // namespace uking::ai
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