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#pragma once
#include "Game/Actor/Player/Action/actionPlayerDestinationTurn.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class PlayerDestinationTurnWithAnim : public PlayerDestinationTurn {
SEAD_RTTI_OVERRIDE(PlayerDestinationTurnWithAnim, PlayerDestinationTurn)
public:
explicit PlayerDestinationTurnWithAnim(const InitArg& arg);
~PlayerDestinationTurnWithAnim() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x40
bool* mIsWaitASFinish_d{};
// dynamic_param at offset 0x48
bool* mUsePartBind_d{};
// dynamic_param at offset 0x50
sead::SafeString mASName_d{};
};
} // namespace uking::action
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