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#include "Game/Actor/AI/aiPriestBossPhaseSecond.h"
namespace uking::ai {
PriestBossPhaseSecond::PriestBossPhaseSecond(const InitArg& arg) : PriestBossPhase(arg) {}
PriestBossPhaseSecond::~PriestBossPhaseSecond() = default;
bool PriestBossPhaseSecond::init_(sead::Heap* heap) {
return PriestBossPhase::init_(heap);
}
void PriestBossPhaseSecond::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBossPhase::enter_(params);
}
void PriestBossPhaseSecond::leave_() {
PriestBossPhase::leave_();
}
void PriestBossPhaseSecond::loadParams_() {
PriestBossPhase::loadParams_();
getStaticParam(&mModeChangeLife_s, "ModeChangeLife");
getStaticParam(&mSimAtkMax_s, "SimAtkMax");
getStaticParam(&mBowEquipMax_s, "BowEquipMax");
getStaticParam(&mSyncAtkMax_s, "SyncAtkMax");
getStaticParam(&mModeChangeBlockTime_s, "ModeChangeBlockTime");
getStaticParam(&mRespawnSpan_s, "RespawnSpan");
getStaticParam(&mRespawnBaseSpace_s, "RespawnBaseSpace");
getStaticParam(&mRespawnBaseMoveTime_s, "RespawnBaseMoveTime");
getStaticParam(&mRespawnBaseInterval_s, "RespawnBaseInterval");
getStaticParam(&mCircleFormRange_s, "CircleFormRange");
getStaticParam(&mCircleFormRushWait_s, "CircleFormRushWait");
getStaticParam(&mCircleFormRushInterval_s, "CircleFormRushInterval");
getStaticParam(&mCircleFormShootWait_s, "CircleFormShootWait");
getStaticParam(&mCircleFormShootInterval_s, "CircleFormShootInterval");
getStaticParam(&mLineFormDistFromPlayer_s, "LineFormDistFromPlayer");
getStaticParam(&mLineFormSpace_s, "LineFormSpace");
getStaticParam(&mLineFormRushWait_s, "LineFormRushWait");
getStaticParam(&mLineFormRushInterval_s, "LineFormRushInterval");
getStaticParam(&mLineFormFallWait_s, "LineFormFallWait");
getStaticParam(&mLineFormFallInterval_s, "LineFormFallInterval");
getMapUnitParam(&mPriestBossStartPhase_m, "PriestBossStartPhase");
}
} // namespace uking::ai
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