ys = ys or {} slot0 = ys slot1 = singletonClass("BattleMissileFactory", slot0.Battle.BattleBombBulletFactory) slot1.__name = "BattleMissileFactory" slot0.Battle.BattleMissileFactory = slot1 function slot1.MakeModel(slot0, slot1, slot2) slot3 = slot1:GetBulletData() if slot0:GetBulletPool():InstFX(slot1:GetModleID()) then slot1:AddModel(slot4) else slot1:AddTempModel(slot0:GetTempGOPool():GetObject()) end slot1:SetSpawn(slot2) slot1:SetFXFunc(slot0.onBulletHitFunc, slot0.onBulletHitFunc) slot0:GetSceneMediator():AddBullet(slot1) end function slot1.CreateBulletAlert(slot0) slot1 = slot0:GetTemplate() if slot0:GetIFF() == uv0.GetDataProxy():GetFriendlyCode() then return end if #slot1.alert_fx <= 0 then return end slot2 = slot1.hit_type.range slot3 = slot1.alert_fx slot5 = uv1.Battle.BattleFXPool.GetInstance():GetFX(slot3).transform slot6 = 0 if pg.effect_offset[slot3] and slot7[slot3].y_scale == true then slot6 = slot2 end slot5.localScale = Vector3(slot2, slot6, slot2) pg.EffectMgr.GetInstance():PlayBattleEffect(slot4, slot0:GetExplodePostion()) end