ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleConfig slot0.Battle.BattleAidWave = class("BattleAidWave", slot0.Battle.BattleWaveInfo) slot0.Battle.BattleAidWave.__name = "BattleAidWave" slot2 = slot0.Battle.BattleAidWave function slot2.Ctor(slot0) uv0.super.Ctor(slot0) end function slot2.SetWaveData(slot0, slot1) uv0.super.SetWaveData(slot0, slot1) slot0._vanguardUnitList = slot0._param.vanguard_unitList slot0._mainUnitList = slot0._param.main_unitList slot0._killList = slot0._param.kill_list end function slot2.DoWave(slot0) uv0.super.DoWave(slot0) if slot0._killList ~= nil then slot2 = uv1.Battle.BattleDataProxy.GetInstance():GetFriendlyShipList() for slot6, slot7 in ipairs(slot0._killList) do for slot11, slot12 in pairs(slot2) do if slot12:GetTemplateID() == slot7 then slot12:Retreat() end end end end if slot0._vanguardUnitList ~= nil then for slot5, slot6 in ipairs(slot0._vanguardUnitList) do slot7 = {} for slot11, slot12 in ipairs(slot6.equipment) do slot7[#slot7 + 1] = { skin = 0, id = slot12 } end slot8 = Clone(slot6) slot8.equipment = slot7 slot9 = slot1:SpawnVanguard(slot8, uv2.FRIENDLY_CODE) slot1.InitUnitWeaponCD(slot9) slot1:InitAidUnitStatistics(slot9) end end if slot0._mainUnitList ~= nil then for slot5, slot6 in ipairs(slot0._mainUnitList) do slot7 = {} for slot11, slot12 in ipairs(slot6.equipment) do slot7[#slot7 + 1] = { skin = 0, id = slot12 } end slot8 = Clone(slot6) slot8.equipment = slot7 slot9 = slot1:SpawnMain(slot8, uv2.FRIENDLY_CODE) slot1.InitUnitWeaponCD(slot9) slot1:InitAidUnitStatistics(slot9) end end slot0:doPass() end