#include "Game/AI/Action/actionDgnObj_DLC_DungeonRotate.h" namespace uking::action { DgnObj_DLC_DungeonRotate::DgnObj_DLC_DungeonRotate(const InitArg& arg) : DungeonRotateBase(arg) {} DgnObj_DLC_DungeonRotate::~DgnObj_DLC_DungeonRotate() = default; bool DgnObj_DLC_DungeonRotate::init_(sead::Heap* heap) { return DungeonRotateBase::init_(heap); } void DgnObj_DLC_DungeonRotate::enter_(ksys::act::ai::InlineParamPack* params) { DungeonRotateBase::enter_(params); } void DgnObj_DLC_DungeonRotate::leave_() { DungeonRotateBase::leave_(); } void DgnObj_DLC_DungeonRotate::loadParams_() { DungeonRotateBase::loadParams_(); getMapUnitParam(&mGearRatio_m, "GearRatio"); getMapUnitParam(&mIsClockWiseRotation_m, "IsClockWiseRotation"); getAITreeVariable(&mRotationOffset_a, "RotationOffset"); } void DgnObj_DLC_DungeonRotate::calc_() { DungeonRotateBase::calc_(); } } // namespace uking::action