#include "Game/AI/Action/actionBindActionForManyActor.h" namespace uking::action { BindActionForManyActor::BindActionForManyActor(const InitArg& arg) : BindAction(arg) {} BindActionForManyActor::~BindActionForManyActor() = default; bool BindActionForManyActor::init_(sead::Heap* heap) { return BindAction::init_(heap); } void BindActionForManyActor::enter_(ksys::act::ai::InlineParamPack* params) { BindAction::enter_(params); } void BindActionForManyActor::leave_() { BindAction::leave_(); } void BindActionForManyActor::loadParams_() { BindAction::loadParams_(); getDynamicParam(&mIsKeepParentActor_d, "IsKeepParentActor"); getDynamicParam(&mParentActor_d, "ParentActor"); } void BindActionForManyActor::calc_() { BindAction::calc_(); } } // namespace uking::action