local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Quest/Quest001Test" L0_1 = L0_1(L1_1) L1_1 = require L2_1 = "Actor/Npc/NpcActorProxy" L1_1 = L1_1(L2_1) L2_1 = class L3_1 = "Wendy22003" L4_1 = L1_1 L2_1 = L2_1(L3_1, L4_1) L2_1.defaultAlias = "Wendy22003" L3_1 = require L4_1 = "Actor/Quest/Q220/Config/Q220Config" L3_1 = L3_1(L4_1) L4_1 = L3_1.WendyData L5_1 = L3_1.AudienceInter L6_1 = L3_1.ExtrasData function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.TurnTo L3_2 = M L3_2 = L3_2.Euler2DirXZ L4_2 = A0_2.bornDir L3_2, L4_2 = L3_2(L4_2) L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStyle L3_2 = 1 L1_2(L2_2, L3_2) end L2_1.StartDance = L7_1 function L7_1(A0_2, ...) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L1_2 = print L2_2 = "finish dance))))))))))))))))))" L1_2(L2_2) L1_2 = 1 L2_2 = L6_1.ExtrasIDs L2_2 = #L2_2 L3_2 = 1 for L4_2 = L1_2, L2_2, L3_2 do L5_2 = L6_1.Extras L6_2 = tostring L7_2 = L4_2 L6_2 = L6_2(L7_2) L5_2 = L5_2 .. L6_2 L7_2 = A0_2 L6_2 = A0_2.NotifyTo L8_2 = L5_2 L9_2 = L4_1.EvtFinishDance L6_2(L7_2, L8_2, L9_2) end L2_2 = A0_2 L1_2 = A0_2.Destroy L3_2 = false L1_2(L2_2, L3_2) end L2_1.FinishDance = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "start!wendy22003" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartDance L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 10 L4_2 = A0_2.FinishDance L1_2(L2_2, L3_2, L4_2) end L2_1.Start = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "wendy " L3_2 = A0_2.configID L4_2 = " destroied" L2_2 = L2_2 .. L3_2 .. L4_2 L1_2(L2_2) end L2_1.OnDestroy = L7_1 return L2_1