ys = ys or {} slot0 = ys slot0.Battle.BattleBuffBulletPierce = class("BattleBuffBulletPierce", slot0.Battle.BattleBuffEffect) slot0.Battle.BattleBuffBulletPierce.__name = "BattleBuffBulletPierce" function slot0.Battle.BattleBuffBulletPierce.Ctor(slot0, slot1) uv0.Battle.BattleBuffBulletPierce.super.Ctor(slot0, slot1) end function slot0.Battle.BattleBuffBulletPierce.SetArgs(slot0, slot1, slot2) slot0._number = slot0._tempData.arg_list.number slot0._rate = slot0._tempData.arg_list.rate slot0._bulletType = slot0._tempData.arg_list.bulletType or 0 end function slot0.Battle.BattleBuffBulletPierce.onBulletCreate(slot0, slot1, slot2, slot3) slot4 = slot3._bullet if slot0:IsHappen(tonumber(slot0._rate)) and (slot0._bulletType == slot4._tempData.type or slot0._bulletType == 0) then slot4._pierceCount = slot0._number end end