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

47 lines
1.4 KiB
C++

#include "Game/AI/Action/actionEmitEffectLoopAction.h"
namespace uking::action {
EmitEffectLoopAction::EmitEffectLoopAction(const InitArg& arg) : ksys::act::ai::Action(arg) {}
EmitEffectLoopAction::~EmitEffectLoopAction() = default;
bool EmitEffectLoopAction::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void EmitEffectLoopAction::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void EmitEffectLoopAction::leave_() {
ksys::act::ai::Action::leave_();
}
void EmitEffectLoopAction::loadParams_() {
getDynamicParam(&mScale_d, "Scale");
getDynamicParam(&mX_d, "X");
getDynamicParam(&mY_d, "Y");
getDynamicParam(&mZ_d, "Z");
getDynamicParam(&mRX_d, "RX");
getDynamicParam(&mRY_d, "RY");
getDynamicParam(&mRZ_d, "RZ");
getDynamicParam(&mR_d, "R");
getDynamicParam(&mG_d, "G");
getDynamicParam(&mB_d, "B");
getDynamicParam(&mA_d, "A");
getDynamicParam(&mOverWrite_d, "OverWrite");
getDynamicParam(&mNoFade_d, "NoFade");
getDynamicParam(&mActor_d, "Actor");
getDynamicParam(&mInstanceName_d, "InstanceName");
getDynamicParam(&mELinkKey_d, "ELinkKey");
getDynamicParam(&mOption_d, "Option");
getDynamicParam(&mCutChangeReset_d, "CutChangeReset");
}
void EmitEffectLoopAction::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action