ys = ys or {} slot0 = ys slot1 = class("BattleSkillWeaponFire", slot0.Battle.BattleSkillEffect) slot0.Battle.BattleSkillWeaponFire = slot1 slot1.__name = "BattleSkillWeaponFire" function slot1.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1, lv) slot0._weaponType = slot0._tempData.arg_list.weaponType end function slot1.DoDataEffect(slot0, slot1, slot2) for slot7, slot8 in ipairs(slot0:_GetWeapon(slot1)) do slot8:SingleFire(slot2) end end function slot1.DoDataEffectWithoutTarget(slot0, slot1) slot0:DoDataEffect(slot1, nil) end function slot1._GetWeapon(slot0, slot1) if slot0._weaponType == "ChargeWeapon" then table.insert({}, slot1:GetChargeList()[1]) elseif slot0._weaponType == "TorpedoWeapon" then table.insert(slot2, slot1:GetTorpedoList()[1]) elseif slot0._weaponType == "AirAssist" then table.insert(slot2, slot1:GetAirAssistList()[1]) elseif slot0._weaponType == "Aircraft" then for slot7, slot8 in ipairs(slot1:GetHiveList()) do table.insert(slot2, slot8) end else table.insert(slot2, slot1:GetAutoWeapons()[1]) end return slot2 end