#include "Game/AI/Action/actionMoveBase.h" namespace uking::action { MoveBase::MoveBase(const InitArg& arg) : ActionEx(arg) {} MoveBase::~MoveBase() = default; void MoveBase::enter_(ksys::act::ai::InlineParamPack* params) { ActionEx::enter_(params); } void MoveBase::leave_() { ActionEx::leave_(); } void MoveBase::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mWallHitLimitTime_s, "WallHitLimitTime"); getStaticParam(&mMoveAngCliffLimitTime_s, "MoveAngCliffLimitTime"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mFinRadius_s, "FinRadius"); getStaticParam(&mFinRotate_s, "FinRotate"); getStaticParam(&mBaseRotRatio_s, "BaseRotRatio"); getStaticParam(&mAccRatio_s, "AccRatio"); getStaticParam(&mJumpUpSpeedReduceRatio_s, "JumpUpSpeedReduceRatio"); getStaticParam(&mFollowGround_s, "FollowGround"); getStaticParam(&mIgnoreLastCurve_s, "IgnoreLastCurve"); getStaticParam(&mIgnoreDecelerationFrontCliff_s, "IgnoreDecelerationFrontCliff"); getStaticParam(&mIgnoreMoveDirCoHit_s, "IgnoreMoveDirCoHit"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void MoveBase::calc_() { ActionEx::calc_(); } } // namespace uking::action