#include "Game/AI/Action/actionAnimTimingAttackMove.h" namespace uking::action { AnimTimingAttackMove::AnimTimingAttackMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} AnimTimingAttackMove::~AnimTimingAttackMove() = default; bool AnimTimingAttackMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void AnimTimingAttackMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void AnimTimingAttackMove::leave_() { ksys::act::ai::Action::leave_(); } void AnimTimingAttackMove::loadParams_() { getStaticParam(&mJumpHeight_s, "JumpHeight"); getStaticParam(&mMaxSpeed_s, "MaxSpeed"); getStaticParam(&mIsRound_s, "IsRound"); getStaticParam(&mASName_s, "ASName"); getStaticParam(&mRigidBodyName_s, "RigidBodyName"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void AnimTimingAttackMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action