ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleDataFunction slot2 = class("BattleSkillFire", slot0.Battle.BattleSkillEffect) slot0.Battle.BattleSkillFire = slot2 slot2.__name = "BattleSkillFire" function slot2.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1, lv) slot0._weaponID = slot0._tempData.arg_list.weapon_id slot0._emitter = slot0._tempData.arg_list.emitter slot0._useSkin = slot0._tempData.arg_list.useSkin end function slot2.SetWeaponSkin(slot0, slot1) slot0._modelID = slot1 end function slot2.DoDataEffect(slot0, slot1, slot2) slot0._weapon = uv0.Battle.BattleDataFunction.CreateWeaponUnit(slot0._weaponID, slot1) if slot0._modelID then slot3:SetModelID(slot0._modelID) elseif slot0._useSkin and slot1:GetPriorityWeaponSkin() then slot3:SetModelID(uv1.GetEquipSkin(slot4)) end slot1:DispatchEvent(uv0.Event.New(uv0.Battle.BattleUnitEvent.CREATE_TEMPORARY_WEAPON, { weapon = slot3 })) slot3:updateMovementInfo() slot3:SingleFire(slot2, slot0._emitter) end function slot2.DoDataEffectWithoutTarget(slot0, slot1) slot0:DoDataEffect(slot1) end function slot2.Clear(slot0) uv0.super.Clear(slot0) if slot0._weapon then slot0._weapon:Clear() end end