ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConst slot2 = slot0.Battle.BattleConfig slot3 = class("BattleEffectArea") slot0.Battle.BattleEffectArea = slot3 slot3.__name = "BattleEffectArea" slot4 = Vector3(0, 3.5, -5) function slot3.Ctor(slot0, slot1, slot2, slot3) slot0._go = slot1 slot0._aoeData = slot2 slot0._topCover = slot3 slot0:Init() end function slot3.Init(slot0) slot0._tf = slot0._go.transform slot0._areaType = slot0._aoeData:GetAreaType() if slot0._areaType == uv0.AreaType.CUBE then slot0.UpdateScale = slot0.updateCubeScale elseif slot0._areaType == uv0.AreaType.COLUMN then slot0.UpdateScale = slot0.updateColumnScale end if slot0._aoeData:GetIFF() == uv1.FOE_CODE then function slot0.GetAngle() return uv0._aoeData:GetAngle() * -1 end else function slot0.GetAngle() return uv0._aoeData:GetAngle() end end slot0:Update() end function slot3.Update(slot0) slot0:UpdateScale() slot0:UpdatePosition() slot0:UpdateRotation() end function slot3.updateCubeScale(slot0) slot1 = 1 slot2 = 1 if not slot0._aoeData:GetFXStatic() then slot1 = slot0._aoeData:GetWidth() slot2 = slot0._aoeData:GetHeight() end if slot1 * slot0._aoeData:GetIFF() == slot0._preWidth and slot2 == slot0._preHeight then return end slot0._tf.localScale = Vector3(slot1, 1, slot2) slot0._preWidth = slot1 slot0._preHeight = slot2 end function slot3.updateColumnScale(slot0) if slot0._aoeData:GetRange() == slot0._preRange then return end slot0._tf.localScale = Vector3(slot1, 1, slot1) slot0._preRange = slot1 end function slot3.UpdatePosition(slot0) if slot0._topCover then slot0._tf.position = slot0._aoeData:GetPosition() + uv0 else slot0._tf.position = slot0._aoeData:GetPosition() end end function slot3.UpdateRotation(slot0) if slot0._preAngle == slot0:GetAngle() then return end slot0._tf.localEulerAngles = Vector3(0, slot1, 0) slot0._preAngle = slot1 end function slot3.Dispose(slot0) uv0.Battle.BattleResourceManager.GetInstance():DestroyOb(slot0._go) slot0._go = nil end