ys = ys or {} slot0 = ys slot0.Battle.BattleWeaponRangeSector = class("BattleWeaponRangeSector") slot0.Battle.BattleWeaponRangeSector.__name = "BattleWeaponRangeSector" slot1 = slot0.Battle.BattleWeaponRangeSector function slot1.Ctor(slot0, slot1) slot0._tf = slot1 setActive(slot0._tf, true) slot0:initSector() end function slot1.ConfigHost(slot0, slot1, slot2) slot0._host = slot1 slot0._weapon = slot2 slot0:updateSector(slot0._weapon) end function slot1.initSector(slot0) slot0._minRange = slot0._tf:Find("minSector") slot0._minSector = slot0._minRange:Find("sector"):GetComponent(typeof(Renderer)).material slot0._maxRange = slot0._tf:Find("maxSector") slot0._maxSector = slot0._maxRange:Find("sector"):GetComponent(typeof(Renderer)).material end function slot1.updateSector(slot0, slot1) slot2 = slot1:GetAttackAngle() slot3 = slot1._maxRangeSqr * 2 slot4 = slot1._minRangeSqr * 2 slot0._maxRange.localScale = Vector3(slot3, 1, slot3) slot0._minRange.localScale = Vector3(slot4, 1, slot4) slot0._maxSector:SetInt("_Angle", slot2) slot0._minSector:SetInt("_Angle", slot2) end function slot1.Dispose(slot0) Destroy(slot0._tf) slot0._host = nil slot0._weapon = nil end