#include "Game/AI/Action/actionRotateTurnToTarget.h" namespace uking::action { RotateTurnToTarget::RotateTurnToTarget(const InitArg& arg) : ksys::act::ai::Action(arg) {} RotateTurnToTarget::~RotateTurnToTarget() = default; bool RotateTurnToTarget::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void RotateTurnToTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void RotateTurnToTarget::leave_() { ksys::act::ai::Action::leave_(); } void RotateTurnToTarget::loadParams_() { getStaticParam(&mAngSpd_s, "AngSpd"); getStaticParam(&mIsJumpType_s, "IsJumpType"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mIsChangeable_s, "IsChangeable"); } void RotateTurnToTarget::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action