ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConfig slot0.Battle.BattleOpticalSightView = class("BattleOpticalSightView") slot2 = slot0.Battle.BattleOpticalSightView slot2.__name = "BattleOpticalSightView" slot2.SIGHT_A = slot1.ChargeWeaponConfig.SIGHT_A slot2.SIGHT_B = slot1.ChargeWeaponConfig.SIGHT_B slot2.SIGHT_C = slot1.ChargeWeaponConfig.SIGHT_C function slot2.Ctor(slot0, slot1) slot0._sightTF = slot1:Find("Sight") slot0._rulerTF = slot1:Find("Ruler") slot0._cornerTF = slot1:Find("Corners") slot0._active = false end function slot2.SetAreaBound(slot0, slot1, slot2) slot0._totalLeftBound = slot1 slot0._totalRightBound = slot2 end function slot2.SetActive(slot0, slot1) slot0._active = slot1 SetActive(slot0._sightTF, slot1) SetActive(slot0._rulerTF, slot1) SetActive(slot0._cornerTF, slot1) end function slot2.Update(slot0) if not slot0._active then return end slot2 = uv1.Battle.BattleVariable.CameraPosToUICamera(Vector3.New(math.min(slot0._fleetVO:GetMotion():GetPos().x + uv0.SIGHT_C, slot0._totalRightBound), 0, 5 + slot0._fleetVO:GetMotion():GetPos().z)) slot0._sightTF.position = slot2 slot0._rulerTF.position = Vector3.New(0, slot2.y) end function slot2.SetFleetVO(slot0, slot1) slot0._fleetVO = slot1 end function slot2.Dispose(slot0) slot0._sightTF = nil slot0._rulerTF = nil slot0._cornerTF = nil slot0._fleetVO = nil end