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#pragma once
#include "Game/Actor/AI/aiPriestBossPhase.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossPhaseSecond : public PriestBossPhase {
SEAD_RTTI_OVERRIDE(PriestBossPhaseSecond, PriestBossPhase)
public:
explicit PriestBossPhaseSecond(const InitArg& arg);
~PriestBossPhaseSecond() 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 0x80
const int* mModeChangeLife_s{};
// static_param at offset 0x88
const int* mSimAtkMax_s{};
// static_param at offset 0x90
const int* mBowEquipMax_s{};
// static_param at offset 0x98
const int* mSyncAtkMax_s{};
// static_param at offset 0xa0
const float* mModeChangeBlockTime_s{};
// static_param at offset 0xa8
const float* mRespawnSpan_s{};
// static_param at offset 0xb0
const float* mRespawnBaseSpace_s{};
// static_param at offset 0xb8
const float* mRespawnBaseMoveTime_s{};
// static_param at offset 0xc0
const float* mRespawnBaseInterval_s{};
// static_param at offset 0xc8
const float* mCircleFormRange_s{};
// static_param at offset 0xd0
const float* mCircleFormRushWait_s{};
// static_param at offset 0xd8
const float* mCircleFormRushInterval_s{};
// static_param at offset 0xe0
const float* mCircleFormShootWait_s{};
// static_param at offset 0xe8
const float* mCircleFormShootInterval_s{};
// static_param at offset 0xf0
const float* mLineFormDistFromPlayer_s{};
// static_param at offset 0xf8
const float* mLineFormSpace_s{};
// static_param at offset 0x100
const float* mLineFormRushWait_s{};
// static_param at offset 0x108
const float* mLineFormRushInterval_s{};
// static_param at offset 0x110
const float* mLineFormFallWait_s{};
// static_param at offset 0x118
const float* mLineFormFallInterval_s{};
// map_unit_param at offset 0x120
const int* mPriestBossStartPhase_m{};
};
} // namespace uking::ai
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