#include "Game/AI/Action/actionKorokFlowerAppear.h" #include "KingSystem/ActorSystem/actActor.h" #include "KingSystem/Physics/RigidBody/physRigidBody.h" namespace uking::action { KorokFlowerAppear::KorokFlowerAppear(const InitArg& arg) : ksys::act::ai::Action(arg) {} KorokFlowerAppear::~KorokFlowerAppear() = default; bool KorokFlowerAppear::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void KorokFlowerAppear::enter_(ksys::act::ai::InlineParamPack* params) { mActor->getActorFlags2().reset(ksys::act::Actor::ActorFlag2::_20); auto* main_body = mActor->getMainBody(); auto* tgt_body = mActor->getTgtBody(); if (main_body != nullptr && tgt_body != nullptr) { main_body->setContactNone(); main_body->resetFlag200(); tgt_body->setContactNone(); tgt_body->resetFlag200(); } mFlags.set(Flag::Changeable); setFinished(); } void KorokFlowerAppear::leave_() { ksys::act::ai::Action::leave_(); } void KorokFlowerAppear::loadParams_() {} void KorokFlowerAppear::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action