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

43 lines
1.4 KiB
C++

#include "Game/AI/Action/actionActivateAttackSensor.h"
namespace uking::action {
ActivateAttackSensor::ActivateAttackSensor(const InitArg& arg) : ksys::act::ai::Action(arg) {}
ActivateAttackSensor::~ActivateAttackSensor() = default;
bool ActivateAttackSensor::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ActivateAttackSensor::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ActivateAttackSensor::leave_() {
ksys::act::ai::Action::leave_();
}
void ActivateAttackSensor::loadParams_() {
getStaticParam(&mAtDamage_s, "AtDamage");
getStaticParam(&mAtPower_s, "AtPower");
getStaticParam(&mAtPowerReduce_s, "AtPowerReduce");
getStaticParam(&mAtImpact_s, "AtImpact");
getStaticParam(&mAtShieldBreakPower_s, "AtShieldBreakPower");
getStaticParam(&mAtType_s, "AtType");
getStaticParam(&mAtAttr_s, "AtAttr");
getStaticParam(&mAtDirType_s, "AtDirType");
getStaticParam(&mFramesActive_s, "FramesActive");
getStaticParam(&mIsSuccessFinishCounterEnd_s, "IsSuccessFinishCounterEnd");
getStaticParam(&mIsChangeable_s, "IsChangeable");
getStaticParam(&mUseMapUnitParamForDamage_s, "UseMapUnitParamForDamage");
getStaticParam(&mAtkSensorName_s, "AtkSensorName");
getMapUnitParam(&mAttackPower_m, "AttackPower");
}
void ActivateAttackSensor::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action