#include "Game/AI/Action/actionPlayerCutNormal.h" namespace uking::action { PlayerCutNormal::PlayerCutNormal(const InitArg& arg) : PlayerAction(arg) {} void PlayerCutNormal::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void PlayerCutNormal::leave_() { PlayerAction::leave_(); } void PlayerCutNormal::loadParams_() { getStaticParam(&mAttackRatioNSwordS1_s, "AttackRatioNSwordS1"); getStaticParam(&mAttackRatioNSwordS2_s, "AttackRatioNSwordS2"); getStaticParam(&mAttackRatioNSwordS3_s, "AttackRatioNSwordS3"); getStaticParam(&mAttackRatioLSwordS1_s, "AttackRatioLSwordS1"); getStaticParam(&mAttackRatioLSwordS2_s, "AttackRatioLSwordS2"); getStaticParam(&mAttackRatioLSwordS3_s, "AttackRatioLSwordS3"); getStaticParam(&mAttackRatioSpearS1_s, "AttackRatioSpearS1"); getStaticParam(&mAttackRatioSpearS2_s, "AttackRatioSpearS2"); getStaticParam(&mAttackRatioSpearS3_s, "AttackRatioSpearS3"); getStaticParam(&mAttackRatioSpearS4_s, "AttackRatioSpearS4"); getStaticParam(&mAttackRatioSpearS5_s, "AttackRatioSpearS5"); getStaticParam(&mSwordSearchFrame_s, "SwordSearchFrame"); getStaticParam(&mSwordSearchAngle_s, "SwordSearchAngle"); } void PlayerCutNormal::calc_() { PlayerAction::calc_(); } } // namespace uking::action