#include "Game/AI/Action/actionNPCTargetMove.h" namespace uking::action { NPCTargetMove::NPCTargetMove(const InitArg& arg) : RandomMoveAction(arg) {} NPCTargetMove::~NPCTargetMove() = default; bool NPCTargetMove::init_(sead::Heap* heap) { return RandomMoveAction::init_(heap); } void NPCTargetMove::enter_(ksys::act::ai::InlineParamPack* params) { RandomMoveAction::enter_(params); } void NPCTargetMove::leave_() { RandomMoveAction::leave_(); } void NPCTargetMove::loadParams_() { RandomMoveAction::loadParams_(); getStaticParam(&mUpdateTargetPosInterval_s, "UpdateTargetPosInterval"); getStaticParam(&mWallHitTime_s, "WallHitTime"); getStaticParam(&mStopTime_s, "StopTime"); getStaticParam(&mGoalDistance_s, "GoalDistance"); getStaticParam(&mRunGoalDistance_s, "RunGoalDistance"); getStaticParam(&mDistOnFailure_s, "DistOnFailure"); getStaticParam(&mIsPathOptimization_s, "IsPathOptimization"); getStaticParam(&mIsShelterFromRain_s, "IsShelterFromRain"); getStaticParam(&mASKeyName_s, "ASKeyName"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void NPCTargetMove::calc_() { RandomMoveAction::calc_(); } } // namespace uking::action