#include "Game/AI/Action/actionWaterFloatBase.h" namespace uking::action { WaterFloatBase::WaterFloatBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} WaterFloatBase::~WaterFloatBase() = default; bool WaterFloatBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void WaterFloatBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void WaterFloatBase::leave_() { ksys::act::ai::Action::leave_(); } void WaterFloatBase::loadParams_() { getStaticParam(&mInWaterDepth_s, "InWaterDepth"); getStaticParam(&mFloatDepth_s, "FloatDepth"); getStaticParam(&mFloatRadius_s, "FloatRadius"); getStaticParam(&mFloatCycleTime_s, "FloatCycleTime"); getStaticParam(&mChangeDepthSpeed_s, "ChangeDepthSpeed"); getStaticParam(&mIsCheckWaterFall_s, "IsCheckWaterFall"); } void WaterFloatBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action