#include "Game/AI/Action/actionEventHoverNullASPlay.h" #include "KingSystem/Physics/System/physInstanceSet.h" namespace uking::action { EventHoverNullASPlay::EventHoverNullASPlay(const InitArg& arg) : EventHoverNullASPlayBase(arg) {} EventHoverNullASPlay::~EventHoverNullASPlay() = default; bool EventHoverNullASPlay::init_(sead::Heap* heap) { return EventHoverNullASPlayBase::init_(heap); } void EventHoverNullASPlay::enter_(ksys::act::ai::InlineParamPack* params) { EventHoverNullASPlayBase::enter_(params); mCCAccessor.changeMotionType(mActor->getCharacterController(), ksys::act::MotionType::Hover); } void EventHoverNullASPlay::leave_() { resetAllMotion(mActor); EventHoverNullASPlayBase::leave_(); } void EventHoverNullASPlay::loadParams_() { EventHoverNullASPlayBase::loadParams_(); } void EventHoverNullASPlay::calc_() { EventHoverNullASPlayBase::calc_(); } } // namespace uking::action