ys = ys or {} slot0 = ys slot1 = class("BattleEffectBulletUnit", slot0.Battle.BattleBulletUnit) slot0.Battle.BattleEffectBulletUnit = slot1 slot1.__name = "BattleEffectBulletUnit" function slot1.Ctor(slot0, slot1, slot2) uv0.super.Ctor(slot0, slot1, slot2) end function slot1.Update(slot0, slot1) uv0.super.Update(slot0, slot1) if slot0._flare then slot0._flare:SetPosition(pg.Tool.FilterY(slot0:GetPosition():Clone())) end end function slot1.IsFlare(slot0) return slot0:GetTemplate().attach_buff[1].flare end function slot1.OutRange(slot0) uv0.super.OutRange(slot0) if slot0._flare then slot0._flare:SetActiveFlag(false) slot0._flare = nil end end function slot1.spawnArea(slot0, slot1) slot2 = slot0:GetTemplate() slot3 = slot2.hit_type slot4 = slot2.attach_buff[1] slot5 = slot4.buff_id time = slot3.time slot8 = slot0._battleProxy:SpawnLastingColumnArea(slot0:GetEffectField(), slot0:GetIFF(), pg.Tool.FilterY(slot0:GetPosition():Clone()), slot3.range, time, function (slot0) for slot4, slot5 in ipairs(slot0) do if slot5.Active then uv0._battleProxy:GetUnitList()[slot5.UID]:AddBuff(uv1.Battle.BattleBuffUnit.New(uv2)) end end end, function (slot0) if slot0.Active then uv0._battleProxy:GetUnitList()[slot0.UID]:RemoveBuff(uv1) end end, slot4.friendly, slot4.effect_id) if slot1 then slot0._flare = slot8 end return slot8 end function slot1.GetExplodePostion(slot0) return slot0._explodePos end function slot1.SetExplodePosition(slot0, slot1) slot0._explodePos = slot1 end