ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConst slot2 = class("BattleLastingAOEData", slot0.Battle.BattleAOEData) slot0.Battle.BattleLastingAOEData = slot2 slot2.__name = "BattleLastingAOEData" function slot2.Ctor(slot0, slot1, slot2, slot3, slot4, slot5) uv0.super.Ctor(slot0, slot1, slot2, slot3, slot5) slot0._exitCldFunc = slot4 if slot5 then slot0.Settle = slot0.frequentlySettle end slot0._handledList = {} end function slot2.Dispose(slot0) for slot4, slot5 in pairs(slot0._handledList) do slot0._exitCldFunc(slot4) slot0._handledList[slot4] = nil end slot0._exitCldFunc = nil slot0._handledList = nil uv0.super.Dispose(slot0) end function slot2.Settle(slot0) slot1 = {} slot2 = { [slot7.UID] = true } for slot6, slot7 in ipairs(slot0._cldObjList) do if not slot0._handledList[slot7] then slot1[#slot1 + 1] = slot7 slot0._handledList[slot7] = true end end slot0.SortCldObjList(slot1) slot0._cldComponent:GetCldData().func(slot1, obj) for slot6, slot7 in pairs(slot0._handledList) do if not slot2[slot6.UID] then slot0._exitCldFunc(slot6) slot0._handledList[slot6] = nil end end end function slot2.frequentlySettle(slot0) slot1 = { [slot6.UID] = true } for slot5, slot6 in ipairs(slot0._cldObjList) do if not slot0._handledList[slot6] then slot0._handledList[slot6] = true end end for slot5, slot6 in pairs(slot0._handledList) do if not slot1[slot5.UID] then slot0._exitCldFunc(slot5) slot0._handledList[slot5] = nil end end slot0.SortCldObjList(slot0._cldObjList) slot0._cldComponent:GetCldData().func(slot0._cldObjList) end