ys = ys or {} slot0 = ys slot0.Battle.BattleAirFighterCharacterFactory = singletonClass("BattleAirFighterCharacterFactory", slot0.Battle.BattleAircraftCharacterFactory) slot0.Battle.BattleAirFighterCharacterFactory.__name = "BattleAirFighterCharacterFactory" function slot0.Battle.BattleAirFighterCharacterFactory.Ctor(slot0) uv0.Battle.BattleAirFighterCharacterFactory.super.Ctor(slot0) slot0.HP_BAR_NAME = uv0.Battle.BattleHPBarManager.HP_BAR_FOE end function slot0.Battle.BattleAirFighterCharacterFactory.MakeCharacter(slot0) return uv0.Battle.BattleAirFighterCharacter.New() end function slot0.Battle.BattleAirFighterCharacterFactory.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:MakePopNumPool(uv0) uv1:MakeBloodBar(uv0) uv1:MakeShadow(uv0) end slot0:GetCharacterPool():InstAirCharacter(slot1:GetModleID(), function (slot0) uv0(slot0) end) end function slot0.Battle.BattleAirFighterCharacterFactory.MakeBloodBar(slot0, slot1) slot2 = slot0:GetHPBarPool():GetHPBar(slot0.HP_BAR_NAME) slot1:AddHPBar(slot2) slot2:SetActive(false) slot1:UpdateHPBarPostition() end