ys = ys or {} slot0 = ys slot0.Battle.BattleAimbiasBar = class("BattleAimbiasBar") slot0.Battle.BattleAimbiasBar.__name = "BattleAimbiasBar" slot1 = slot0.Battle.BattleAimbiasBar slot1.WARNING_VALUE = 0.2 function slot1.Ctor(slot0, slot1) slot0._aimBiasBar = slot1 slot0._aimBiasBarGO = slot0._aimBiasBar.gameObject slot0._progress = slot0._aimBiasBar:Find("bias"):GetComponent(typeof(Image)) slot0._warning = slot0._aimBiasBar:Find("warning") slot0._lock = slot0._aimBiasBar:Find("lock") setActive(slot0._lock, false) setActive(slot0._warning, false) setActive(slot0._progress, true) setActive(slot0._aimBiasBar, true) end function slot1.ConfigAimBias(slot0, slot1) slot0._aimBiasComponent = slot1 slot0:initAimBias() end function slot1.UpdateLockStateView(slot0) setActive(slot0._lock, slot0._aimBiasComponent:GetCurrentState() == slot0._aimBiasComponent.STATE_SKILL_EXPOSE) end function slot1.initAimBias(slot0) end function slot1.UpdateAimBiasProgress(slot0) slot0._progress.fillAmount = slot0._aimBiasComponent:GetCurrentRate() end function slot1.UpdateAimBiasConfig(slot0) end function slot1.Dispose(slot0) slot0._aimBiasBar = nil slot0._progress = nil slot0._warning = nil slot0._lock = nil slot0._aimBiasBarGO = nil end