local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Npc/NpcActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "WendyAudience" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "WendyAudience" L1_1.seatPos = nil L1_1.seatDir = nil L1_1.returnCallback = nil L2_1 = require L3_1 = "Actor/Quest/Q220/Config/Q220Config" L2_1 = L2_1(L3_1) L3_1 = L2_1.WendyData L4_1 = L2_1.AudienceInter L5_1 = L2_1.ExtrasData function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = print L2_2 = "move to seat " L1_2(L2_2) L1_2 = print L2_2 = A0_2.seatPos L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.AddPriorityInter L3_2 = InterTimingType L3_2 = L3_2.BTN L4_2 = L4_1 L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.seatPos function L4_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 L3_3 = A0_3 L2_3 = A0_3.TurnTo L4_3 = M L4_3 = L4_3.Euler2DirXZ L5_3 = A0_3.seatDir L4_3, L5_3 = L4_3(L5_3) L2_3(L3_3, L4_3, L5_3) L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) end function L5_2(A0_3, A1_3) local L2_3, L3_3 L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) end L1_2(L2_2, L3_2, L4_2, L5_2) end L1_1.MoveToSeat = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = print L2_2 = "ai return " L3_2 = tostring L4_2 = A0_2.configID L3_2 = L3_2(L4_2) L2_2 = L2_2 .. L3_2 L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.ClearPriorityInter L3_2 = InterTimingType L3_2 = L3_2.BTN L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = L5_1.ExtrasOriginPos L4_2 = A0_2.extrasIndex L3_2 = L3_2[L4_2] function L4_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L3_3 = A0_3 L2_3 = A0_3.TurnTo L4_3 = M L4_3 = L4_3.Euler2DirXZ L5_3 = L5_1.ExtrasOriginDir L6_3 = A0_3.extrasIndex L5_3 = L5_3[L6_3] L4_3, L5_3, L6_3 = L4_3(L5_3) L2_3(L3_3, L4_3, L5_3, L6_3) L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) L2_3 = A0_3.returnCallback if L2_3 ~= nil then L3_3 = A0_3 L2_3 = A0_3.returnCallback L2_3(L3_3) end end function L5_2(A0_3, A1_3) local L2_3, L3_3 L3_3 = A0_3 L2_3 = A0_3.Standby L2_3(L3_3) end L1_2(L2_2, L3_2, L4_2, L5_2) end L1_1.ReturnToNormal = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = A1_2.evtType L3_2 = L3_1.EvtFinishDance if L2_2 == L3_2 then L3_2 = A0_2 L2_2 = A0_2.ReturnToNormal L2_2(L3_2) end end L1_1.OnEvent = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = print L2_2 = "start!wendy audience " L3_2 = A0_2.configID L2_2 = L2_2 .. L3_2 L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.RegisterActorEvent L3_2 = A0_2.OnEvent L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.MoveToSeat L1_2(L2_2) end L1_1.Start = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "wendy audience " L3_2 = A0_2.configID L4_2 = " destroied" L2_2 = L2_2 .. L3_2 .. L4_2 L1_2(L2_2) end L1_1.OnDestroy = L6_1 return L1_1