local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1 L0_1 = {} L1_1 = {} L0_1.SceneDataDic = L1_1 L0_1.DefaultSceneID = 3 L0_1.currSceneID = -1 function L1_1(A0_2) local L1_2, L2_2 L1_2 = L0_1.currSceneID if L1_2 <= 0 then return end L1_2 = L0_1.SceneDataDic L2_2 = L0_1.currSceneID L1_2[L2_2] = nil end L0_1.ClearScene = L1_1 function L1_1(A0_2) local L1_2, L2_2 L1_2 = util L1_2 = L1_2.do_require L2_2 = A0_2 L1_2(L2_2) end function L2_1(A0_2) local L1_2, L2_2 L1_2 = util L1_2 = L1_2.unrequire L2_2 = A0_2 L1_2(L2_2) end function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = tostring L2_2 = A0_2 L1_2 = L1_2(L2_2) L2_2 = "Scene/" L3_2 = L1_2 L4_2 = "/scene" L5_2 = L1_2 L2_2 = L2_2 .. L3_2 .. L4_2 .. L5_2 return L2_2 end function L4_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 if A0_2 == nil then return end L2_2 = 1 L3_2 = #A0_2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L6_2 = A0_2[L5_2] L7_2 = L6_2.config_id A1_2[L7_2] = L6_2 end end function L5_1() local L0_2, L1_2 groups = nil dummy_points = nil routes_config = nil routes = nil monsters = nil npcs = nil gadgets = nil regions = nil triggers = nil variables = nil init_config = nil end function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = L1_1 L2_2 = A0_2 L1_2(L2_2) L1_2 = {} L1_2.scene_config = nil L1_2.blocks = nil L1_2.groups = nil L1_2.dummy_points = nil L1_2.routes = nil L2_2 = {} L2_2.Monster = 0 L2_2.Npc = 1 L2_2.Gadget = 2 L1_2.ConfigType = L2_2 function L2_2(A0_3, A1_3, A2_3) local L3_3, L4_3, L5_3, L6_3, L7_3 L3_3 = A0_3.dummy_points if L3_3 == nil then L3_3 = nil return L3_3 end if A2_3 == nil then A2_3 = false end if A2_3 == false then L3_3 = print L4_3 = "try get new dymmy ppint:" L5_3 = A1_3 L4_3 = L4_3 .. L5_3 L3_3(L4_3) L3_3 = pcall L4_3 = L0_1.ParseDummyPoint L5_3 = A0_3 L6_3 = A1_3 L3_3, L4_3 = L3_3(L4_3, L5_3, L6_3) if L3_3 then if L4_3 ~= nil then return L4_3 end else L5_3 = print L6_3 = "ParseDummyPoint Err:" L7_3 = L4_3 L6_3 = L6_3 .. L7_3 L5_3(L6_3) end end L3_3 = nil L4_3 = A0_3.dummy_points L4_3 = L4_3[A1_3] if L4_3 ~= nil then L4_3 = A0_3.dummy_points L3_3 = L4_3[A1_3] end return L3_3 end L1_2.GetDummyPoint = L2_2 L2_2 = scene_config L1_2.scene_config = L2_2 L2_2 = dummy_points if L2_2 ~= nil then L2_2 = dummy_points L2_2 = #L2_2 if 0 < L2_2 then L2_2 = A0_2 L3_2 = "_" L4_2 = dummy_points L4_2 = L4_2[1] L2_2 = L2_2 .. L3_2 .. L4_2 L3_2 = L1_1 L4_2 = L2_2 L3_2(L4_2) L3_2 = dummy_points L1_2.dummy_points = L3_2 L3_2 = L2_1 L4_2 = L2_2 L3_2(L4_2) end end L2_2 = L5_1 L2_2() L2_2 = L2_1 L3_2 = A0_2 L2_2(L3_2) return L1_2 end function L7_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = print L4_2 = "######sceneID" L3_2(L4_2) L3_2 = print L4_2 = A1_2 L3_2(L4_2) L3_2 = L0_1.SceneDataDic L3_2 = L3_2[A1_2] if L3_2 ~= nil then if not A2_2 then L0_1.currSceneID = A1_2 end return L3_2 end L4_2 = L3_1 L5_2 = A1_2 L4_2 = L4_2(L5_2) L5_2 = L6_1 L6_2 = L4_2 L5_2 = L5_2(L6_2) L3_2 = L5_2 L5_2 = L0_1.SceneDataDic L5_2[A1_2] = L3_2 if not A2_2 then L0_1.currSceneID = A1_2 end return L3_2 end L0_1.LoadScene = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = L0_1.SceneDataDic L2_2 = L2_2[A1_2] if L2_2 == nil then L3_2 = L0_1.LoadScene L4_2 = A0_2 L5_2 = A1_2 L6_2 = true L3_2 = L3_2(L4_2, L5_2, L6_2) L2_2 = L3_2 end return L2_2 end L0_1.GetSceneData = L7_1 function L7_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = L0_1.GetSceneData L5_2 = A0_2 L6_2 = A1_2 L4_2 = L4_2(L5_2, L6_2) L6_2 = L4_2 L5_2 = L4_2.GetDummyPoint L7_2 = A2_2 L8_2 = A3_2 return L5_2(L6_2, L7_2, L8_2) end L0_1.GetDummyPoint = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2 if A1_2 == nil then L2_2 = nil return L2_2 end L2_2 = string L2_2 = L2_2.find L3_2 = A1_2 L4_2 = "%[" L2_2, L3_2 = L2_2(L3_2, L4_2) if L3_2 ~= 1 then L4_2 = nil return L4_2 end L4_2 = string L4_2 = L4_2.find L5_2 = A1_2 L6_2 = "%]" L4_2, L5_2 = L4_2(L5_2, L6_2) L6_2 = #A1_2 if L5_2 ~= L6_2 then L7_2 = error L8_2 = "dummy point format err: " L9_2 = A1_2 L8_2 = L8_2 .. L9_2 L7_2(L8_2) L7_2 = nil return L7_2 end L7_2 = string L7_2 = L7_2.find L8_2 = A1_2 L9_2 = ":" L7_2, L8_2 = L7_2(L8_2, L9_2) if L8_2 == nil then L9_2 = error L10_2 = "dummy point format err: " L11_2 = A1_2 L10_2 = L10_2 .. L11_2 L9_2(L10_2) L9_2 = nil return L9_2 end L9_2 = string L9_2 = L9_2.sub L10_2 = A1_2 L11_2 = L8_2 + 1 L12_2 = L6_2 - 1 L9_2 = L9_2(L10_2, L11_2, L12_2) L10_2 = L0_1.Split L11_2 = A0_2 L12_2 = L9_2 L13_2 = "," L10_2 = L10_2(L11_2, L12_2, L13_2) L6_2 = #L10_2 if L6_2 ~= 3 and L6_2 ~= 6 then L11_2 = nil return L11_2 end L11_2 = tonumber L12_2 = L10_2[1] L11_2 = L11_2(L12_2) L12_2 = tonumber L13_2 = L10_2[2] L12_2 = L12_2(L13_2) L13_2 = tonumber L14_2 = L10_2[3] L13_2 = L13_2(L14_2) L14_2 = 0 L15_2 = 0 L16_2 = 0 if L6_2 == 6 then L17_2 = tonumber L18_2 = L10_2[4] L17_2 = L17_2(L18_2) L14_2 = L17_2 L17_2 = tonumber L18_2 = L10_2[5] L17_2 = L17_2(L18_2) L15_2 = L17_2 L17_2 = tonumber L18_2 = L10_2[6] L17_2 = L17_2(L18_2) L16_2 = L17_2 end L17_2 = {} L18_2 = {} L18_2.x = L11_2 L18_2.y = L12_2 L18_2.z = L13_2 L17_2.pos = L18_2 L18_2 = {} L18_2.x = L14_2 L18_2.y = L15_2 L18_2.z = L16_2 L17_2.rot = L18_2 return L17_2 end L0_1.ParseDummyPoint = L7_1 L0_1.SplitSep = "," L7_1 = string L7_1 = L7_1.format L8_1 = "([^%s]+)" L9_1 = L0_1.SplitSep L7_1 = L7_1(L8_1, L9_1) L0_1.SplitPattern = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = {} L3_2 = L0_1.SplitPattern L5_2 = A1_2 L4_2 = A1_2.gsub L6_2 = L3_2 function L7_2(A0_3) local L1_3 L1_3 = L2_2 L1_3 = #L1_3 L1_3 = L1_3 + 1 L2_2[L1_3] = A0_3 end L4_2(L5_2, L6_2, L7_2) return L2_2 end L0_1.Split = L7_1 return L0_1