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#include "Game/Actor/AI/aiLastBossBeamAttackRoot.h"
namespace uking::ai {
LastBossBeamAttackRoot::LastBossBeamAttackRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LastBossBeamAttackRoot::~LastBossBeamAttackRoot() = default;
bool LastBossBeamAttackRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LastBossBeamAttackRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LastBossBeamAttackRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void LastBossBeamAttackRoot::loadParams_() {
getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer");
getStaticParam(&mAttackPower_s, "AttackPower");
getStaticParam(&mAtMinDamage_s, "AtMinDamage");
getStaticParam(&mAddAttackPower_s, "AddAttackPower");
getStaticParam(&mWaitTime_s, "WaitTime");
getStaticParam(&mKeepDistance_s, "KeepDistance");
getStaticParam(&mMoveSpeed_s, "MoveSpeed");
getStaticParam(&mInitSpeed_s, "InitSpeed");
getStaticParam(&mAccel_s, "Accel");
getStaticParam(&mKeepDistanceRand_s, "KeepDistanceRand");
getStaticParam(&mRandKeepFrame_s, "RandKeepFrame");
getStaticParam(&mBrakeStartFrame_s, "BrakeStartFrame");
getStaticParam(&mMoveYSpeed_s, "MoveYSpeed");
getStaticParam(&mIsMove_s, "IsMove");
getStaticParam(&mIsChangeable_s, "IsChangeable");
getStaticParam(&mIsCreateGuardEffect_s, "IsCreateGuardEffect");
getStaticParam(&mReflectOffset_s, "ReflectOffset");
}
} // namespace uking::ai
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