ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConfig slot2 = singletonClass("BattleAircraftCharacterFactory", slot0.Battle.BattleCharacterFactory) slot0.Battle.BattleAircraftCharacterFactory = slot2 slot2.__name = "BattleAircraftCharacterFactory" slot2.BOMB_FX_NAME = "feijibaozha" function slot2.Ctor(slot0) uv0.super.Ctor(slot0) end function slot2.MakeCharacter(slot0) return uv0.Battle.BattleAircraftCharacter.New() end function slot2.MakeModel(slot0, slot1) function slot2(slot0) uv0:AddModel(slot0) uv0:InitWeapon() uv0:CameraOrthogonal(uv2.Battle.BattleCameraUtil.GetInstance():GetCamera()) uv1:GetSceneMediator():AddAirCraftCharacter(uv0) uv1:MakeUIComponentContainer(uv0) uv1:MakeFXContainer(uv0) uv1:MakeShadow(uv0) if uv0:GetUnitData():GetIFF() == uv3.FOE_CODE then uv1:MakePopNumPool(uv0) uv1:MakeBloodBar(uv0) end end slot0:GetCharacterPool():InstAirCharacter(slot1:GetModleID(), function (slot0) uv0(slot0) end) end function slot2.MakeBloodBar(slot0, slot1) slot2 = nil slot1:AddHPBar((not slot1:GetUnitData():IsPlayerAircraft() or slot0:GetHPBarPool():GetHPBar(uv0.Battle.BattleHPBarManager.HP_BAR_FRIENDLY)) and slot0:GetHPBarPool():GetHPBar(uv0.Battle.BattleHPBarManager.HP_BAR_FOE)) slot1:UpdateHPBarPostition() end function slot2.SetHPBarWidth(slot0, slot1, slot2) slot3 = 40 slot4 = slot1.transform slot4.sizeDelta = Vector2(slot3, slot4.rect.height) slot6.sizeDelta = Vector2(slot3 - slot2 or 0, slot4:Find("blood").transform.rect.height) end function slot2.MakeShadow(slot0, slot1) slot1:AddShadow() slot1:UpdateShadow() end