slot0 = ys slot0 = slot0 or {} ys = slot0 slot0 = ys slot1 = slot0.Battle slot1 = slot1.BattleConfig slot2 = singletonClass slot3 = "BattleCharacterFactory" slot2 = slot2(slot3) slot3 = slot0.Battle slot3.BattleCharacterFactory = slot2 slot3 = "BattleCharacterFactory" slot2.__name = slot3 slot3 = "" slot2.HP_BAR_NAME = slot3 slot3 = "popup" slot2.POPUP_NAME = slot3 slot3 = "ChargeAreaContainer/LockTag" slot2.TAG_NAME = slot3 slot3 = Vector3 slot4 = 0 slot5 = -2.3 slot6 = -1.5 slot3 = slot3(slot4, slot5, slot6) slot2.MOVE_WAVE_FX_POS = slot3 slot3 = "movewave" slot2.MOVE_WAVE_FX_NAME = slot3 slot3 = "smoke" slot2.SMOKE_FX_NAME = slot3 slot3 = "Bomb" slot2.BOMB_FX_NAME = slot3 slot3 = "danchuanlanghuazhong2" slot2.DANCHUAN_MOVE_WAVE_FX_NAME = slot3 function slot3(slot0) end slot2.Ctor = slot3 function slot3(slot0, slot1) slot2 = slot1.unit slot4 = slot0 slot3 = slot0.MakeCharacter slot3 = slot3(slot4) slot5 = slot3 slot4 = slot3.SetFactory slot6 = slot0 slot4(slot5, slot6) slot5 = slot3 slot4 = slot3.SetUnitData slot6 = slot2 slot4(slot5, slot6) slot5 = slot0 slot4 = slot0.MakeModel slot6 = slot3 slot4(slot5, slot6) return slot3 end slot2.CreateCharacter = slot3 function slot3(slot0) slot1 = uv0 slot1 = slot1.Battle slot1 = slot1.BattleState slot1 = slot1.GetInstance slot1 = slot1() slot2 = slot1 slot1 = slot1.GetMediatorByName slot3 = uv0 slot3 = slot3.Battle slot3 = slot3.BattleSceneMediator slot3 = slot3.__name return slot1(slot2, slot3) end slot2.GetSceneMediator = slot3 function slot3(slot0) slot1 = uv0 slot1 = slot1.Battle slot1 = slot1.BattleFXPool slot1 = slot1.GetInstance return slot1() end slot2.GetFXPool = slot3 function slot3(slot0) slot1 = uv0 slot1 = slot1.Battle slot1 = slot1.BattleResourceManager slot1 = slot1.GetInstance return slot1() end slot2.GetCharacterPool = slot3 function slot3(slot0) slot1 = uv0 slot1 = slot1.Battle slot1 = slot1.BattleHPBarManager slot1 = slot1.GetInstance return slot1() end slot2.GetHPBarPool = slot3 function slot3(slot0) slot1 = uv0 slot1 = slot1.Battle slot1 = slot1.BattleDataProxy slot1 = slot1.GetInstance slot1 = slot1() slot1 = slot1._mapId slot2 = uv0 slot2 = slot2.Battle slot2 = slot2.BattleDataFunction slot2 = slot2.GetDivingFilter slot3 = slot1 slot2 = slot2(slot3) slot3 = Color slot3 = slot3.New slot4 = slot2.r slot5 = slot2.g slot6 = slot2.b slot7 = slot2.a slot3 = slot3(slot4, slot5, slot6, slot7) return slot3 end slot2.GetDivingFilterColor = slot3 function slot3(slot0) slot1 = uv0 slot1 = slot1.Battle slot1 = slot1.BattleCharacterFXContainersPool slot1 = slot1.GetInstance return slot1() end slot2.GetFXContainerPool = slot3 function slot3(slot0) slot1 = nil return slot1 end slot2.MakeCharacter = slot3 function slot3(slot0, slot1) slot2 = nil return slot2 end slot2.MakeModel = slot3 function slot3(slot0, slot1) slot2 = nil return slot2 end slot2.MakeBloodBar = slot3 function slot3(slot0) slot1 = nil return slot1 end slot2.MakeAimBiasBar = slot3 function slot3(slot0, slot1, slot2, slot3) slot5 = slot1 slot4 = slot1.GetUnitData slot4 = slot4(slot5) slot6 = slot4 slot5 = slot4.GetTemplate slot5 = slot5(slot6) slot5 = slot5.hp_bar slot5 = slot5[1] slot6 = slot2.transform slot7 = slot6.rect slot7 = slot7.height slot8 = Vector2 slot9 = slot5 slot10 = slot7 slot8 = slot8(slot9, slot10) slot6.sizeDelta = slot8 slot9 = slot6 slot8 = slot6.Find slot10 = "blood" slot8 = slot8(slot9, slot10) slot8 = slot8.transform slot9 = slot8.rect slot7 = slot9.height slot9 = Vector2 slot10 = slot5 + slot3 if not slot10 then slot10 = 0 end slot11 = slot7 slot9 = slot9(slot10, slot11) slot8.sizeDelta = slot9 end slot2.SetHPBarWidth = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.AddUIComponentContainer slot2(slot3) end slot2.MakeUIComponentContainer = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.GetTf slot2 = slot2(slot3) slot4 = slot0 slot3 = slot0.GetFXPool slot3 = slot3(slot4) slot4 = slot3 slot3 = slot3.PopCharacterAttachPoint slot3 = slot3(slot4) slot4 = slot3.transform slot5 = SetActive slot6 = slot4 slot7 = true slot5(slot6, slot7) slot6 = slot4 slot5 = slot4.SetParent slot7 = slot2 slot8 = false slot5(slot6, slot7, slot8) slot5 = Vector3 slot5 = slot5.zero slot4.localPosition = slot5 slot5 = slot2.localEulerAngles slot6 = Vector3 slot7 = slot5.x slot7 = slot7 * -1 slot8 = slot5.y slot9 = slot5.z slot6 = slot6(slot7, slot8, slot9) slot4.localEulerAngles = slot6 slot7 = slot1 slot6 = slot1.GetUnitData slot6 = slot6(slot7) slot7 = slot6 slot6 = slot6.GetTemplate slot6 = slot6(slot7) slot6 = slot6.fx_container slot7 = {} slot8 = ipairs slot9 = uv0 slot9 = slot9.Battle slot9 = slot9.BattleConst slot9 = slot9.FXContainerIndex slot8, slot9, slot10 = slot8(slot9) for slot11, slot12 in slot8, slot9, slot10 do slot13 = slot6[slot11] slot14 = Vector3 slot15 = slot13[1] slot16 = slot13[2] slot17 = slot13[3] slot14 = slot14(slot15, slot16, slot17) slot7[slot11] = slot14 end slot9 = slot1 slot8 = slot1.AddFXOffsets slot10 = slot3 slot11 = slot7 slot8(slot9, slot10, slot11) end slot2.MakeFXContainer = slot3 function slot3(slot0) slot1 = nil return slot1 end slot2.MakeShadow = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.GetUnitData slot2 = slot2(slot3) slot3 = slot2 slot2 = slot2.GetTemplate slot2 = slot2(slot3) slot2 = slot2.smoke slot3 = {} slot4 = ipairs slot5 = slot2 slot4, slot5, slot6 = slot4(slot5) for slot7, slot8 in slot4, slot5, slot6 do slot9 = slot8[2] slot10 = {} slot11 = ipairs slot12 = slot9 slot11, slot12, slot13 = slot11(slot12) for slot14, slot15 in slot11, slot12, slot13 do slot16 = {} slot17 = true slot16.unInitialize = slot17 slot17 = slot15[1] slot16.resID = slot17 slot17 = Vector3 slot18 = slot15[2] slot18 = slot18[1] slot19 = slot15[2] slot19 = slot19[2] slot20 = slot15[2] slot20 = slot20[3] slot17 = slot17(slot18, slot19, slot20) slot16.pos = slot17 slot17 = false slot10[slot16] = slot17 end slot11 = { active = false } slot12 = slot8[1] slot12 = slot12 / 100 slot11.rate = slot12 slot11.smokes = slot10 slot3[slot7] = slot11 end slot5 = slot1 slot4 = slot1.AddSmokeFXs slot6 = slot3 slot4(slot5, slot6) end slot2.MakeSmokeFX = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.GetUnitData slot2 = slot2(slot3) slot3 = slot2 slot2 = slot2.GetSkinAttachmentInfo slot2 = slot2(slot3) if slot2 then slot3 = pairs slot4 = slot2 slot3, slot4, slot5 = slot3(slot4) for slot6, slot7 in slot3, slot4, slot5 do slot9 = slot1 slot8 = slot1.AddFX slot10 = slot7 slot8(slot9, slot10) end end end slot2.MakeEquipSkinAttachment = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.AddWaveFX slot4 = slot0.MOVE_WAVE_FX_NAME slot2(slot3, slot4) end slot2.MakeWaveFX = slot3 function slot3(slot0, slot1) slot3 = slot1 slot2 = slot1.AddPopNumPool slot5 = slot0 slot4 = slot0.GetSceneMediator slot4 = slot4(slot5) slot5 = slot4 slot4 = slot4.GetPopNumPool slot2(slot3, slot4(slot5)) end slot2.MakePopNumPool = slot3 function slot3(slot0, slot1) slot2 = uv0 slot2 = slot2.Battle slot2 = slot2.BattleLockTag slot2 = slot2.New slot4 = slot0 slot3 = slot0.GetSceneMediator slot3 = slot3(slot4) slot4 = slot3 slot3 = slot3.InstantiateCharacterComponent slot5 = slot0.TAG_NAME slot3 = slot3(slot4, slot5) slot4 = slot1 slot2 = slot2(slot3, slot4) return slot2 end slot2.MakeTag = slot3 function slot3(slot0) slot2 = slot0 slot1 = slot0.GetSceneMediator slot1 = slot1(slot2) slot2 = slot1 slot1 = slot1.InstantiateCharacterComponent slot3 = slot0.POPUP_NAME slot1 = slot1(slot2, slot3) return slot1 end slot2.MakePopup = slot3 function slot3(slot0, slot1) slot3 = slot0 slot2 = slot0.GetSceneMediator slot2 = slot2(slot3) slot4 = slot1 slot3 = slot1.AddArrowBar slot6 = slot2 slot5 = slot2.InstantiateCharacterComponent slot7 = slot0.ARROW_BAR_NAME slot3(slot4, slot5(slot6, slot7)) slot4 = slot1 slot3 = slot1.UpdateArrowBarPostition slot3(slot4) end slot2.MakeArrowBar = slot3 function slot3(slot0, slot1) slot3 = slot0 slot2 = slot0.GetSceneMediator slot2 = slot2(slot3) slot4 = slot1 slot3 = slot1.AddCastClock slot6 = slot2 slot5 = slot2.InstantiateCharacterComponent slot7 = "CastClockContainer/castClock" slot3(slot4, slot5(slot6, slot7)) end slot2.MakeCastClock = slot3 function slot3(slot0, slot1) slot3 = slot0 slot2 = slot0.GetSceneMediator slot2 = slot2(slot3) slot4 = slot1 slot3 = slot1.AddBarrierClock slot6 = slot2 slot5 = slot2.InstantiateCharacterComponent slot7 = "CastClockContainer/shieldClock" slot3(slot4, slot5(slot6, slot7)) end slot2.MakeBarrierClock = slot3 function slot3(slot0, slot1) slot3 = slot0 slot2 = slot0.GetSceneMediator slot2 = slot2(slot3) slot4 = slot1 slot3 = slot1.AddVigilantBar slot6 = slot2 slot5 = slot2.InstantiateCharacterComponent slot7 = "AntiSubVigilantContainer/antiSubMeter" slot3(slot4, slot5(slot6, slot7)) slot4 = slot1 slot3 = slot1.UpdateVigilantBarPosition slot3(slot4) end slot2.MakeVigilantBar = slot3 function slot3(slot0, slot1) slot3 = slot0 slot2 = slot0.GetSceneMediator slot2 = slot2(slot3) slot4 = slot1 slot3 = slot1.AddCloakBar slot6 = slot2 slot5 = slot2.InstantiateCharacterComponent slot7 = "CloakContainer/cloakMeter" slot3(slot4, slot5(slot6, slot7)) slot4 = slot1 slot3 = slot1.UpdateCloakBarPosition slot3(slot4) end slot2.MakeCloakBar = slot3 function slot3(slot0, slot1, slot2) slot4 = slot1 slot3 = slot1.GetUnitData slot3 = slot3(slot4) slot4 = slot3 slot3 = slot3.GetTemplate slot3 = slot3(slot4) slot3 = slot3.nationality if slot3 then slot4 = table slot4 = slot4.contains slot5 = uv0 slot5 = slot5.SWEET_DEATH_NATIONALITY slot6 = slot3 slot4 = slot4(slot5, slot6) if slot4 then -- Nothing end elseif slot2 then slot4 = uv1 slot4 = slot4.Battle slot4 = slot4.BattleConst slot4 = slot4.UnitDeathReason slot4 = slot4.KILLED if slot2 ~= slot4 then -- Nothing end else slot5 = slot0 slot4 = slot0.GetFXPool slot4 = slot4(slot5) slot5 = slot4 slot4 = slot4.GetFX slot6 = slot0.BOMB_FX_NAME slot4, slot5 = slot4(slot5, slot6) slot6 = pg slot6 = slot6.EffectMgr slot6 = slot6.GetInstance slot6 = slot6() slot7 = slot6 slot6 = slot6.PlayBattleEffect slot8 = slot4 slot10 = slot5 slot9 = slot5.Add slot12 = slot1 slot11 = slot1.GetPosition slot9 = slot9(slot10, slot11(slot12)) slot10 = true slot6(slot7, slot8, slot9, slot10) end slot5 = slot1 slot4 = slot1.Dispose slot4(slot5) slot5 = slot0 slot4 = slot0.GetFXPool slot4 = slot4(slot5) slot5 = slot4 slot4 = slot4.PushCharacterAttachPoint slot7 = slot1 slot6 = slot1.GetAttachPoint slot4(slot5, slot6(slot7)) end slot2.RemoveCharacter = slot3