#include "Game/AI/Action/actionForkAITreeVariableMove.h" namespace uking::action { ForkAITreeVariableMove::ForkAITreeVariableMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkAITreeVariableMove::~ForkAITreeVariableMove() = default; bool ForkAITreeVariableMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkAITreeVariableMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkAITreeVariableMove::leave_() { ksys::act::ai::Action::leave_(); } void ForkAITreeVariableMove::loadParams_() { getStaticParam(&mArrivedRadius_s, "ArrivedRadius"); getStaticParam(&mTargetSpeed_s, "TargetSpeed"); getStaticParam(&mRotSlerpRate_s, "RotSlerpRate"); getStaticParam(&mKeepDistFromGround_s, "KeepDistFromGround"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mIsSuccessEndOnArrive_s, "IsSuccessEndOnArrive"); getStaticParam(&mIsKeepDistFromGround_s, "IsKeepDistFromGround"); getAITreeVariable(&mTargetSpeed_a, "TargetSpeed"); getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround"); getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination"); getAITreeVariable(&mIsActive_a, "IsActive"); getAITreeVariable(&mDestinationPos_a, "DestinationPos"); getAITreeVariable(&mFacePos_a, "FacePos"); } void ForkAITreeVariableMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action