#include "AgSurvivalBuffStation.h" #include "SkillComponent.h" #include "dLogger.h" void AgSurvivalBuffStation::OnRebuildComplete(Entity* self, Entity* target) { auto skillComponent = self->GetComponent(); if (skillComponent == nullptr) return; skillComponent->CalculateBehavior(skillIdForBuffStation, behaviorIdForBuffStation, self->GetObjectID()); }