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#include "Game/Actor/Event/Action/actionEventPlayUiScreenAction.h"
namespace uking::action {
EventPlayUiScreenAction::EventPlayUiScreenAction(const InitArg& arg) : ksys::act::ai::Action(arg) {}
EventPlayUiScreenAction::~EventPlayUiScreenAction() = default;
bool EventPlayUiScreenAction::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void EventPlayUiScreenAction::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void EventPlayUiScreenAction::leave_() {
ksys::act::ai::Action::leave_();
}
void EventPlayUiScreenAction::loadParams_() {
getDynamicParam(&mClipIndex_d, "ClipIndex");
getDynamicParam(&mScreenName_d, "ScreenName");
}
void EventPlayUiScreenAction::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
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