ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConst slot0.Battle.BattleFleetBuffBlindAura = class("BattleFleetBuffBlindAura", slot0.Battle.BattleFleetBuffEffect) slot0.Battle.BattleFleetBuffBlindAura.__name = "BattleFleetBuffBlindAura" slot2 = slot0.Battle.BattleFleetBuffBlindAura function slot2.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1) end function slot2.SetArgs(slot0, slot1, slot2) slot3 = slot0._tempData.arg_list.target slot0._aura = uv0.Battle.BattleDataProxy.GetInstance():SpawnLastingCubeArea(uv1.AOEField.SURFACE, slot1:GetIFF(), Vector3(-55, 0, 55), 180, 70, 0, function (slot0) slot5 = uv0._tempData.arg_list slot1 = uv0:getTargetList(uv1, uv2, slot5) 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:SetBlindInvisible(true) break end end end end end, function (slot0) if slot0.Active then slot5 = uv0._tempData.arg_list for slot5, slot6 in ipairs(uv0:getTargetList(uv1, uv2, slot5)) do if slot6:GetUniqueID() == slot0.UID then slot6:SetBlindInvisible(false) break end end end end, false) end function slot2.Clear(slot0) slot0._aura:SetActiveFlag(false) slot0._aura = nil uv0.super.Clear(slot0) end