#include "Game/AI/Action/actionNPCTalk.h" namespace uking::action { NPCTalk::NPCTalk(const InitArg& arg) : ksys::act::ai::Action(arg) {} NPCTalk::~NPCTalk() = default; bool NPCTalk::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void NPCTalk::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void NPCTalk::leave_() { ksys::act::ai::Action::leave_(); } void NPCTalk::loadParams_() { getStaticParam(&mIsRemainOpeningDialog_s, "IsRemainOpeningDialog"); getStaticParam(&mMinTalkTime_s, "MinTalkTime"); getDynamicParam(&mIsCloseMessageDialog_d, "IsCloseMessageDialog"); getDynamicParam(&mIsBecomingSpeaker_d, "IsBecomingSpeaker"); getDynamicParam(&mIsOverWriteLabelActorName_d, "IsOverWriteLabelActorName"); getDynamicParam(&mMessageId_d, "MessageId"); getDynamicParam(&mASName_d, "ASName"); } void NPCTalk::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action