#include "Game/AI/Action/actionDungeonMove.h" namespace uking::action { DungeonMove::DungeonMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} DungeonMove::~DungeonMove() = default; bool DungeonMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DungeonMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DungeonMove::leave_() { ksys::act::ai::Action::leave_(); } void DungeonMove::loadParams_() { getStaticParam(&mAccel_s, "Accel"); getDynamicParam(&mDynMoveDis_d, "DynMoveDis"); getMapUnitParam(&mInitDgnPriority_m, "InitDgnPriority"); getMapUnitParam(&mCameraPattern_m, "CameraPattern"); getMapUnitParam(&mMoveSpeed_m, "MoveSpeed"); getMapUnitParam(&mCameraPower_m, "CameraPower"); getMapUnitParam(&mCameraRange_m, "CameraRange"); } void DungeonMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action