Files
botw/src/Game/Actor/Action/actionAnimeDrivenTurn.cpp
T
Léo Lam f4cd38c43b Actor: move all AI code under Game/Actor
Link order shows one sorted actor tree, not a separate AI project: the
Action/AI/Query folders and per-feature folders (Camera, Player, Horse,
...) come out of the same archive rounds as the actor classes.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-09-14 00:02:22 +02:00

38 lines
1.2 KiB
C++

#include "Game/Actor/Action/actionAnimeDrivenTurn.h"
namespace uking::action {
AnimeDrivenTurn::AnimeDrivenTurn(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnimeDrivenTurn::~AnimeDrivenTurn() = default;
bool AnimeDrivenTurn::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnimeDrivenTurn::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnimeDrivenTurn::leave_() {
ksys::act::ai::Action::leave_();
}
void AnimeDrivenTurn::loadParams_() {
getStaticParam(&mAllowChangeableFrame_s, "AllowChangeableFrame");
getStaticParam(&mAnimPlayRate_s, "AnimPlayRate");
getStaticParam(&mFinishAngleRange_s, "FinishAngleRange");
getStaticParam(&mRotateAngleMax_s, "RotateAngleMax");
getStaticParam(&mIsIgnoreSameAS_s, "IsIgnoreSameAS");
getStaticParam(&mIsAllowAnimeDrivenNoChangeAS_s, "IsAllowAnimeDrivenNoChangeAS");
getStaticParam(&mASKeyName_s, "ASKeyName");
getStaticParam(&mTargetBone_s, "TargetBone");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimeDrivenTurn::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action