Files
botw/src/Game/AI/Action/actionDungeonRotateSymmetry.cpp
T
2020-12-28 01:26:51 +01:00

37 lines
1.1 KiB
C++

#include "Game/AI/Action/actionDungeonRotateSymmetry.h"
namespace uking::action {
DungeonRotateSymmetry::DungeonRotateSymmetry(const InitArg& arg) : ksys::act::ai::Action(arg) {}
DungeonRotateSymmetry::~DungeonRotateSymmetry() = default;
bool DungeonRotateSymmetry::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void DungeonRotateSymmetry::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void DungeonRotateSymmetry::leave_() {
ksys::act::ai::Action::leave_();
}
void DungeonRotateSymmetry::loadParams_() {
getMapUnitParam(&mInitDgnPriority_m, "InitDgnPriority");
getMapUnitParam(&mCameraPattern_m, "CameraPattern");
getMapUnitParam(&mRemainsPartType_m, "RemainsPartType");
getMapUnitParam(&mTiltAngle_m, "TiltAngle");
getMapUnitParam(&mTiltAngularSpeed_m, "TiltAngularSpeed");
getMapUnitParam(&mInitDgnRotRad_m, "InitDgnRotRad");
getMapUnitParam(&mCameraPower_m, "CameraPower");
getMapUnitParam(&mCameraRange_m, "CameraRange");
}
void DungeonRotateSymmetry::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action