#include "Game/AI/Action/actionDungeonRotateBase.h" namespace uking::action { DungeonRotateBase::DungeonRotateBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} DungeonRotateBase::~DungeonRotateBase() = default; bool DungeonRotateBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DungeonRotateBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DungeonRotateBase::leave_() { ksys::act::ai::Action::leave_(); } void DungeonRotateBase::loadParams_() { getStaticParam(&mRotateAxisIndex_s, "RotateAxisIndex"); getMapUnitParam(&mInitDgnPriority_m, "InitDgnPriority"); getMapUnitParam(&mCameraPattern_m, "CameraPattern"); getMapUnitParam(&mRemainsPartType_m, "RemainsPartType"); getMapUnitParam(&mTiltAngularSpeed_m, "TiltAngularSpeed"); getMapUnitParam(&mInitDgnRotRad_m, "InitDgnRotRad"); getMapUnitParam(&mCameraPower_m, "CameraPower"); getMapUnitParam(&mCameraRange_m, "CameraRange"); getMapUnitParam(&mVelocityControlRate_m, "VelocityControlRate"); getMapUnitParam(&mAngleVelocityControlAccelDeg_m, "AngleVelocityControlAccelDeg"); } void DungeonRotateBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action