private void _setHpGauge()
		{
			bool flag = false;
			_eHitState = new HpHitState[_eBattleship.Count];
			List<ShipModel_Defender> defenders = _clsTorpedo.GetDefenders(is_friend: false);
			for (int i = 0; i < defenders.Count; i++)
			{
				DamageModel attackDamage = _clsTorpedo.GetAttackDamage(defenders[i].TmpId);
				switch (attackDamage.GetHitState())
				{
				case BattleHitStatus.Normal:
					if (_eHitState[i] != HpHitState.Critical)
					{
						_eHitState[i] = HpHitState.Hit;
					}
					break;
				case BattleHitStatus.Clitical:
					_eHitState[i] = HpHitState.Critical;
					break;
				case BattleHitStatus.Miss:
					if (_eHitState[i] == HpHitState.None)
					{
						_eHitState[i] = HpHitState.Miss;
					}
					break;
				}
				BattleHitStatus status = (_eHitState[i] != HpHitState.Miss) ? ((_eHitState[i] != HpHitState.Critical) ? BattleHitStatus.Normal : BattleHitStatus.Clitical) : BattleHitStatus.Miss;
				_battleHpGauges.SetGauge(i, isFriend: false, isLight: false, isT: true, isNumber: false);
				_battleHpGauges.SetHp(i, defenders[i].MaxHp, defenders[i].HpBefore, defenders[i].HpAfter, attackDamage.GetDamage(), status, isFriend: false);
				if (attackDamage.GetProtectEffect() && !flag)
				{
					flag = true;
					_isProtect = true;
					_rescueCutIn.AddShipList(_eBattleship[0], _eBattleship[i]);
				}
			}
		}
        private void _createTorpedoWakeOnes()
        {
            Dictionary <int, UIBattleShip> dicFriendBattleShips = BattleTaskManager.GetBattleShips().dicFriendBattleShips;
            Dictionary <int, UIBattleShip> dicEnemyBattleShips  = BattleTaskManager.GetBattleShips().dicEnemyBattleShips;
            bool isTC = false;

            for (int i = 0; i < _clsTorpedo.ShienShips.Length; i++)
            {
                if (_clsTorpedo.ShienShips[i] != null && _clsTorpedo.ShienShips[i].ShipType == 4)
                {
                    isTC = true;
                }
            }
            _listTorpedoWake = new List <PSTorpedoWake>();
            List <ShipModel_Defender> defenders = _clsTorpedo.GetDefenders(is_friend: false);
            Vector3 injection = default(Vector3);

            for (int j = 0; j < defenders.Count; j++)
            {
                DamageModel attackDamage      = _clsTorpedo.GetAttackDamage(defenders[j].TmpId);
                Vector3     vecStraightTarget = (!attackDamage.GetProtectEffect()) ? dicEnemyBattleShips[j].transform.position : dicEnemyBattleShips[0].transform.position;
                float       x        = vecStraightTarget.x;
                float       y        = vecStraightTarget.y;
                Vector3     position = dicFriendBattleShips[0].transform.position;
                injection = new Vector3(x, y, position.z - 1f);
                Vector3 target = (attackDamage.GetHitState() != 0) ? new Vector3(vecStraightTarget.x, vecStraightTarget.y, vecStraightTarget.z + 20f) : new Vector3(vecStraightTarget.x - 3f, vecStraightTarget.y, vecStraightTarget.z + 20f);
                _listTorpedoWake.Add(_createTorpedo(isOnes: true, injection, target, 2.65f, isDet: false, isMiss: false));
                _setTopCamera(injection.x);
                _vecStraightTarget = vecStraightTarget;
                Vector3 pointOfGaze = dicEnemyBattleShips[j].pointOfGaze;
                _fStraightTargetGazeHeight = pointOfGaze.y;
            }
            foreach (PSTorpedoWake item in _listTorpedoWake)
            {
                item.Injection(iTween.EaseType.linear, isPlaySE: true, isTC, delegate
                {
                });
            }
        }