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

40 lines
1.2 KiB
C++

#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