ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConst slot0.Battle.BattleWallData = class("BattleWallData") slot0.Battle.BattleWallData.__name = "BattleWallData" slot2 = slot0.Battle.BattleWallData slot2.CLD_OBJ_TYPE_BULLET = 1 slot2.CLD_OBJ_TYPE_SHIP = 2 function slot2.Ctor(slot0, slot1, slot2, slot3, slot4, slot5) slot0._id = slot1 slot0._host = slot2 slot0._cldFun = slot3 slot0._cldBox = slot4 slot0._cldOffset = slot5 slot0:InitCldComponent() end function slot2.InitCldComponent(slot0) slot2 = slot0._cldOffset if slot0._cldBox.range then slot0._cldComponent = uv0.Battle.BattleColumnCldComponent.New(slot1.range, 5, slot2[1], slot2[3]) else slot0._cldComponent = uv0.Battle.BattleCubeCldComponent.New(slot1[1], slot1[2], slot1[3], slot2[1], slot2[3]) end slot0._cldComponent:SetCldData({ type = uv1.CldType.WALL, UID = slot0:GetUniqueID(), func = slot0:GetCldFunc() }) slot0._cldComponent:SetActive(true) slot0:SetCldObjType() end function slot2.IsActive(slot0) return slot0._host:IsWallActive() end function slot2.DeactiveCldBox(slot0) slot0._cldComponent:SetActive(false) end function slot2.GetCldBox(slot0) return slot0._cldComponent:GetCldBox(slot0:GetPosition()) end function slot2.GetCldData(slot0) return slot0._cldComponent:GetCldData() end function slot2.GetBoxSize(slot0) return slot0._cldComponent:GetCldBoxSize() end function slot2.GetHost(slot0) return slot0._host end function slot2.GetIFF(slot0) return slot0:GetHost():GetIFF() end function slot2.GetPosition(slot0) return slot0:GetHost():GetPosition() end function slot2.GetUniqueID(slot0) return slot0._id end function slot2.GetCldFunc(slot0) return slot0._cldFun end function slot2.SetCldObjType(slot0, slot1) slot0._cldObjType = slot1 or uv0.CLD_OBJ_TYPE_BULLET end function slot2.GetCldObjType(slot0) return slot0._cldObjType end