botw/src/Game/AI/Action/actionSwarmDamagedBase.cpp

38 lines
1.1 KiB
C++

#include "Game/AI/Action/actionSwarmDamagedBase.h"
namespace uking::action {
SwarmDamagedBase::SwarmDamagedBase(const InitArg& arg) : ksys::act::ai::Action(arg) {}
SwarmDamagedBase::~SwarmDamagedBase() = default;
bool SwarmDamagedBase::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void SwarmDamagedBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void SwarmDamagedBase::leave_() {
ksys::act::ai::Action::leave_();
}
void SwarmDamagedBase::loadParams_() {
getStaticParam(&mIgnoreHitGroundTime_s, "IgnoreHitGroundTime");
getStaticParam(&mTime_s, "Time");
getStaticParam(&mRiseSpeedMin_s, "RiseSpeedMin");
getStaticParam(&mSubAccRateMin_s, "SubAccRateMin");
getStaticParam(&mSubAccRateMax_s, "SubAccRateMax");
getStaticParam(&mSpeed_s, "Speed");
getStaticParam(&mIsCreateDeadActor_s, "IsCreateDeadActor");
getMapUnitParam(&mSubUnitNum_m, "SubUnitNum");
getMapUnitParam(&mPatternID_m, "PatternID");
}
void SwarmDamagedBase::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action