ys = ys or {} slot0 = ys slot0.Battle.BattleBuffFixRange = class("BattleBuffFixRange", slot0.Battle.BattleBuffEffect) slot0.Battle.BattleBuffFixRange.__name = "BattleBuffFixRange" slot1 = slot0.Battle.BattleBuffFixRange function slot1.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1) end function slot1.SetArgs(slot0, slot1, slot2) slot0._weaponRange = slot0._tempData.arg_list.weaponRange slot0._bulletRange = slot0._tempData.arg_list.bulletRange slot0._minRange = slot0._tempData.arg_list.minRange end function slot1.onAttach(slot0, slot1) if slot0._weaponRange or slot0._bulletRange then slot0:updateBulletRange(slot1, slot0._weaponRange, slot0._bulletRange, slot0._minRange) end end function slot1.onRemove(slot0, slot1) slot0:updateBulletRange(slot1) end function slot1.updateBulletRange(slot0, slot1, slot2, slot3, slot4) slot5 = slot1:GetAllWeapon() for slot9, slot10 in ipairs(slot0._indexRequire) do for slot14, slot15 in ipairs(slot5) do if slot15:GetEquipmentIndex() == slot10 then slot15:FixWeaponRange(slot2, slot3, slot4) end end end end