ys = ys or {} slot0 = ys slot0.Battle.BattleChargeArea = class("BattleChargeArea") slot0.Battle.BattleChargeArea.__name = "BattleChargeArea" function slot0.Battle.BattleChargeArea.Ctor(slot0, slot1) slot1.gameObject:SetActive(false) slot0._areaTf = slot1.transform slot0._areaGO = slot1 end function slot0.Battle.BattleChargeArea.InitArea(slot0) slot1 = slot0._areaTf slot0._controller = slot1:GetComponent("ChargeArea") slot2 = slot0._chargeWeapon:GetTemplateData().range slot4 = slot1.localScale slot4.x = slot2 / 5.5 slot4.y = slot2 / 5.5 slot1.localScale = slot4 slot0._controller.maxAngle = slot0._chargeWeapon:GetTemplateData().angle slot0._controller.minAngle = slot0._chargeWeapon:GetMinAngle() slot1:Find("UpperEdge").transform.localScale = Vector3(1, 1 / slot4.y, 1) slot1:Find("LowerEdge").transform.localScale = Vector3(1, 1 / slot4.y, 1) slot0._controller.rate = 0.5 end function slot0.Battle.BattleChargeArea.Update(slot0, slot1) slot0._areaTf.position = slot1 end function slot0.Battle.BattleChargeArea.SetWeapon(slot0, slot1) slot0._chargeWeapon = slot1 slot0:InitArea() end function slot0.Battle.BattleChargeArea.SetActive(slot0, slot1) slot0._areaGO:SetActive(slot1) end function slot0.Battle.BattleChargeArea.GetActive(slot0) return slot0._areaGO:GetActive() end function slot0.Battle.BattleChargeArea.Reset(slot0) slot0._controller.rate = 1 end