ys = ys or {} slot0 = ys slot0.Battle.BattleVigilantBar = class("BattleVigilantBar") slot0.Battle.BattleVigilantBar.__name = "BattleVigilantBar" slot1 = slot0.Battle.BattleVigilantBar slot1.MIN = 0.267 slot1.MAX = 0.7335 slot1.METER_LENGTH = slot1.MAX - slot1.MIN slot1.STATE_CALM = 0 slot1.STATE_SUSPICIOUS = 1 slot1.STATE_VIGILANT = 2 slot1.STATE_ENGAGE = 3 function slot1.Ctor(slot0, slot1) slot0._vigilantBar = slot1 slot0._vigilantBarGO = slot0._vigilantBar.gameObject slot0._progress = slot0._vigilantBar:Find("progress"):GetComponent(typeof(Image)) slot0._markList = { [uv0.STATE_CALM] = slot0._vigilantBar:Find("mark/" .. uv0.STATE_CALM), [uv0.STATE_SUSPICIOUS] = slot0._vigilantBar:Find("mark/" .. uv0.STATE_SUSPICIOUS), [uv0.STATE_VIGILANT] = slot0._vigilantBar:Find("mark/" .. uv0.STATE_VIGILANT), [uv0.STATE_ENGAGE] = slot0._vigilantBar:Find("mark/" .. uv0.STATE_ENGAGE) } end function slot1.ConfigVigilant(slot0, slot1) slot0._vigilantState = slot1 end function slot1.UpdateVigilantProgress(slot0) slot0._progress.fillAmount = slot0.meterConvert(slot0._vigilantState:GetVigilantRate()) end function slot1.UpdateVigilantMark(slot0) for slot5, slot6 in ipairs(slot0._markList) do SetActive(slot6, slot0._vigilantState:GetVigilantMark() == slot5) end end function slot1.UpdateVigilantBarPosition(slot0, slot1) slot0._vigilantBar.position = slot1 end function slot1.meterConvert(slot0) return uv0.METER_LENGTH * slot0 + uv0.MIN end function slot1.Dispose(slot0) slot0._vigilantState = nil Object.Destroy(slot0._vigilantBarGO) slot0._vigilantBar = nil slot0._vigilantBarGO = nil slot0._markList = nil slot0._progress = nil end