#include "Game/AI/Action/actionPlayerCutTurnLSword.h" namespace uking::action { PlayerCutTurnLSword::PlayerCutTurnLSword(const InitArg& arg) : PlayerAction(arg) {} void PlayerCutTurnLSword::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void PlayerCutTurnLSword::leave_() { PlayerAction::leave_(); } void PlayerCutTurnLSword::loadParams_() { getStaticParam(&mEnergyMove_s, "EnergyMove"); getStaticParam(&mEnergyLastAttack_s, "EnergyLastAttack"); getStaticParam(&mMaxSpeedF_s, "MaxSpeedF"); getStaticParam(&mAccSpeed_s, "AccSpeed"); getStaticParam(&mDecSpeed_s, "DecSpeed"); getStaticParam(&mSpAttackRadiusMin_s, "SpAttackRadiusMin"); getStaticParam(&mSpAttackRadiusMax_s, "SpAttackRadiusMax"); getStaticParam(&mSpAttackRadiusAdd_s, "SpAttackRadiusAdd"); getStaticParam(&mSpAttackCheckUnderDist_s, "SpAttackCheckUnderDist"); getStaticParam(&mSpLargeAttackRadius_s, "SpLargeAttackRadius"); getStaticParam(&mRumbleType_s, "RumbleType"); getStaticParam(&mRumblePowerMin_s, "RumblePowerMin"); getStaticParam(&mRumblePowerMax_s, "RumblePowerMax"); getStaticParam(&mEnergyChargeStart_s, "EnergyChargeStart"); } void PlayerCutTurnLSword::calc_() { PlayerAction::calc_(); } } // namespace uking::action