#include "Game/AI/Action/actionEventChangeShadowNearAndFar.h" namespace uking::action { EventChangeShadowNearAndFar::EventChangeShadowNearAndFar(const InitArg& arg) : ksys::act::ai::Action(arg) {} EventChangeShadowNearAndFar::~EventChangeShadowNearAndFar() = default; bool EventChangeShadowNearAndFar::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EventChangeShadowNearAndFar::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EventChangeShadowNearAndFar::leave_() { ksys::act::ai::Action::leave_(); } void EventChangeShadowNearAndFar::loadParams_() { getDynamicParam(&mManualNearValue_d, "ManualNearValue"); getDynamicParam(&mManualFarValue_d, "ManualFarValue"); getDynamicParam(&mIsNearSetManual_d, "IsNearSetManual"); getDynamicParam(&mIsFarSetManual_d, "IsFarSetManual"); } void EventChangeShadowNearAndFar::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action