ys = ys or {} slot0 = ys slot1 = class("BattleBuffAura", slot0.Battle.BattleBuffEffect) slot0.Battle.BattleBuffAura = slot1 slot1.__name = "BattleBuffAura" slot2 = slot0.Battle.BattleConst function slot1.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1) end function slot1.SetArgs(slot0, slot1, slot2) slot0._buffLevel = slot2:GetLv() slot3 = slot0._tempData.arg_list slot0._auraRange = slot3.cld_data.box.range slot0._buffID = slot3.buff_id slot0._aura = uv0.Battle.BattleDataProxy.GetInstance():SpawnAura(slot1, uv1.AOEField.SURFACE, slot0._auraRange, function (slot0) slot1 = uv0:getTargetList(uv1, { "TargetAllHarm" }) for slot5, slot6 in ipairs(slot0) do if slot6.Active then for slot10, slot11 in ipairs(slot1) do if slot11:GetUniqueID() == slot6.UID then slot11:AddBuff(uv2.Battle.BattleBuffUnit.New(uv0._buffID, uv0._buffLevel, uv0._caster)) break end end end end end, function (slot0) if slot0.Active then for slot5, slot6 in ipairs(uv0:getTargetList(uv1, { "TargetAllHarm" })) do if slot6:GetUniqueID() == slot0.UID then slot6:RemoveBuff(uv0._buffID) break end end end end, function (slot0) if slot0.Active then for slot5, slot6 in ipairs(uv0:getTargetList(uv1, { "TargetAllHarm" })) do if slot6:GetUniqueID() == slot0.UID then slot6:RemoveBuff(uv0._buffID) break end end end end) end function slot1.Clear(slot0) slot0._aura:SetActiveFlag(false) slot0._aura = nil uv0.super.Clear(slot0) end