ys = ys or {} slot0 = ys slot1 = slot0.Battle.BattleUnitEvent slot2 = slot0.Battle.BattleAirFighterUnit slot0.Battle.BattleAirFighterCharacter = class("BattleAirFighterCharacter", slot0.Battle.BattleAircraftCharacter) slot0.Battle.BattleAirFighterCharacter.__name = "BattleAirFighterCharacter" slot3 = slot0.Battle.BattleAirFighterCharacter function slot3.Ctor(slot0) uv0.super.Ctor(slot0) end function slot3.SetUnitData(slot0, slot1) slot0._unitData = slot1 slot0:AddUnitEvent() slot1:SetUnVisitable() end function slot3.AddModel(slot0, slot1) slot0:SetGO(slot1) slot0:SetBoneList() slot0._unitData:ActiveCldBox() end function slot3.Update(slot0) slot0:UpdateMatrix() slot0:UpdateUIComponentPosition() slot0:UpdateHPPop() slot0:UpdateHPBarPostition() slot0:UpdatePosition() slot0:UpdateHpBar() if slot0._unitData:GetStrikeState() == uv0.STRIKE_STATE_DOWN or slot1 == uv0.STRIKE_STATE_ATTACK or slot1 == uv0.STRIKE_STATE_UP then slot0:UpdateShadow() end end function slot3.AddUnitEvent(slot0) uv0.super.AddUnitEvent(slot0) slot0._unitData:RegisterEventListener(slot0, uv1.AIR_STRIKE_STATE_CHANGE, slot0.onStrikeStateChange) end function slot3.RemoveUnitEvent(slot0) uv0.super.RemoveUnitEvent(slot0) slot0._unitData:UnregisterEventListener(slot0, uv1.AIR_STRIKE_STATE_CHANGE) end function slot3.onStrikeStateChange(slot0) if slot0._unitData:GetStrikeState() == uv0.STRIKE_STATE_FLY then slot2 = (12 / (slot0._unitData:GetFormationIndex() + 3) + 1) * slot0._unitData:GetSize() slot0._tf.localScale = Vector3(slot2, slot2, slot2) slot0._shadow:SetActive(false) elseif slot1 == uv0.STRIKE_STATE_BACK then slot2 = slot0._unitData:GetSize() slot0._tf.localScale = Vector3(-slot2, slot2, slot2) slot0._HPBar:SetActive(true) slot0._shadow:SetActive(true) elseif slot1 == uv0.STRIKE_STATE_DOWN then -- Nothing elseif slot1 == uv0.STRIKE_STATE_ATTACK then -- Nothing elseif slot1 == uv0.STRIKE_STATE_UP then -- Nothing elseif slot1 == uv0.STRIKE_STATE_FREE then -- Nothing end end