local L0_1, L1_1, L2_1, L3_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Gadget/GadgetActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Q427FlyCoins" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Q427FlyCoins" function L2_1() local L0_2, L1_2, 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 L0_2 = q427Cfg L0_2 = L0_2.NowBatchNum L1_2 = q427Cfg L1_2 = L1_2.BatchNum if L0_2 <= L1_2 then L0_2 = 1 L1_2 = q427Cfg L1_2 = L1_2.FlyCoins L2_2 = q427Cfg L2_2 = L2_2.NowBatchNum L1_2 = L1_2[L2_2] L1_2 = #L1_2 L2_2 = 1 for L3_2 = L0_2, L1_2, L2_2 do L4_2 = q427Cfg L4_2 = L4_2.TotalGetNum L4_2 = L3_2 + L4_2 L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.CreateActorWithPos L7_2 = "Q427FlyCoins" L8_2 = tostring L9_2 = L4_2 L8_2 = L8_2(L9_2) L7_2 = L7_2 .. L8_2 L8_2 = "Actor/Gadget/Q427FlyCoins" L9_2 = 70300064 L10_2 = 0 L11_2 = q427Cfg L11_2 = L11_2.FlyCoins L12_2 = q427Cfg L12_2 = L12_2.NowBatchNum L11_2 = L11_2[L12_2] L11_2 = L11_2[L3_2] L11_2 = L11_2.pos L12_2 = q427Cfg L12_2 = L12_2.FlyCoins L13_2 = q427Cfg L13_2 = L13_2.NowBatchNum L12_2 = L12_2[L13_2] L12_2 = L12_2[L3_2] L12_2 = L12_2.rot L13_2 = true L14_2 = false L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) end end end function L3_1(A0_2) local L1_2 end L1_1.OnPostDataPrepare = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L2_2 = A0_2 L1_2 = A0_2.AddComponentTrigger L3_2 = 3 L4_2 = DistType L4_2 = L4_2.EULER L5_2 = M L5_2 = L5_2.Pos L6_2 = 0 L7_2 = 0 L8_2 = 0 L5_2 = L5_2(L6_2, L7_2, L8_2) L6_2 = A0_2.TriggerIn L7_2 = A0_2.TriggerOut L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.OnPostComponentPrepare = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L1_2 = print L2_2 = "TotalGetNum is" L3_2 = q427Cfg L3_2 = L3_2.TotalGetNum L1_2(L2_2, L3_2) L1_2 = print L2_2 = "CoinNum is" L3_2 = q427Cfg L3_2 = L3_2.CoinNum L1_2(L2_2, L3_2) L1_2 = print L2_2 = "NowBatchNum is" L3_2 = q427Cfg L3_2 = L3_2.NowBatchNum L1_2(L2_2, L3_2) L1_2 = q427Cfg L2_2 = q427Cfg L2_2 = L2_2.TotalGetNum L2_2 = L2_2 + 1 L1_2.TotalGetNum = L2_2 L1_2 = q427Cfg L1_2 = L1_2.TotalGetNum if L1_2 == 1 then L2_2 = A0_2 L1_2 = A0_2.CountNumUIStart L1_2(L2_2) end L2_2 = A0_2 L1_2 = A0_2.CountNumUIUpdate L3_2 = q427Cfg L3_2 = L3_2.TotalGetNum L1_2(L2_2, L3_2) L1_2 = q427Cfg L2_2 = q427Cfg L2_2 = L2_2.EachGetNum L2_2 = L2_2 + 1 L1_2.EachGetNum = L2_2 L1_2 = q427Cfg L1_2 = L1_2.EachGetNum L2_2 = q427Cfg L2_2 = L2_2.FlyCoins L3_2 = q427Cfg L3_2 = L3_2.NowBatchNum L2_2 = L2_2[L3_2] L2_2 = #L2_2 if L1_2 == L2_2 then L1_2 = q427Cfg L1_2.EachGetNum = 0 L1_2 = q427Cfg L2_2 = q427Cfg L2_2 = L2_2.NowBatchNum L2_2 = L2_2 + 1 L1_2.NowBatchNum = L2_2 L1_2 = L2_1 L1_2() else end L2_2 = A0_2 L1_2 = A0_2.GetPos L1_2 = L1_2(L2_2) L2_2 = q427Cfg L2_2 = L2_2.TotalGetNum L3_2 = q427Cfg L3_2 = L3_2.CoinNum if L2_2 < L3_2 then L3_2 = A0_2 L2_2 = A0_2.PlayEffect L4_2 = "Eff_FlyRace_Marker_Active_AS_Task" L5_2 = L1_2 L2_2(L3_2, L4_2, L5_2) else L3_2 = A0_2 L2_2 = A0_2.PlayEffect L4_2 = "Eff_FlyRace_Marker_Active_AS_Task" L5_2 = L1_2 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = q427Cfg L4_2 = L4_2.ActorAlias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.FinishQuestID L5_2 = false L6_2 = 42702 L3_2(L4_2, L5_2, L6_2) end end L3_2 = A0_2 L2_2 = A0_2.DestroySelf L2_2(L3_2) end L1_1.TriggerIn = L3_1 function L3_1(A0_2) local L1_2 end L1_1.TriggerOut = L3_1 return L1_1