local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Quest/MQ378" 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 = "Qin" L4_1 = L1_1 L2_1 = L2_1(L3_1, L4_1) L2_1.defaultAlias = "Qin" L3_1 = require L4_1 = "Quest/Client/Q378ClientConfig" L3_1 = L3_1(L4_1) L4_1 = L3_1.QinData function L5_1(A0_2) local L1_2 L1_2 = L4_1.Qin return L1_2 end L2_1.PreGetAlias = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "TransPreCallBack" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetEuler L2_2 = L2_2(L3_2) L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.SetAvatarEuler L5_2 = L2_2 L3_2(L4_2, L5_2) L4_2 = A0_2 L3_2 = A0_2.AddPriorityInter L5_2 = InterTimingType L5_2 = L5_2.BTN L6_2 = A1_2.PlayerBackInter L3_2(L4_2, L5_2, L6_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = A1_2.ActorAlias L3_2 = L3_2(L4_2, L5_2) L5_2 = L3_2 L4_2 = L3_2.RequestInteraction L6_2 = A1_2.QinData L6_2 = L6_2.Qin L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.ActionSafeCall function L6_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.ClearPriorityInter L3_3 = InterTimingType L3_3 = L3_3.BTN L1_3(L2_3, L3_3) end L4_2(L5_2, L6_2) end L2_1.TransPreCallBack = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "TransFinishCallBack" L2_2(L3_2) end L2_1.TransFinishCallBack = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L1_2 = print L2_2 = "WalkFollow" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.ClearFollowTask L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.BeFollowTask L3_2 = L3_1.QinData L3_2 = L3_2.bornPos2 L4_2 = L3_1.FollowLen L5_2 = -1 function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = A0_3.BeFollowState L3_3 = BeFollowState L3_3 = L3_3.FAILED if L2_3 == L3_3 then L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L3_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.FinishQuest L5_3 = true L6_3 = nil L3_3(L4_3, L5_3, L6_3) end L4_3 = A0_3 L3_3 = A0_3.StopNarrator L3_3(L4_3) else L2_3 = A0_3.BeFollowState L3_3 = BeFollowState L3_3 = L3_3.SUCCESS if L2_3 == L3_3 then L3_3 = A0_3 L2_3 = A0_3.TurnTo L4_3 = M L4_3 = L4_3.Euler2DirXZ L5_3 = L3_1.QinData L5_3 = L5_3.bornDir2 L4_3, L5_3, L6_3 = L4_3(L5_3) L2_3(L3_3, L4_3, L5_3, L6_3) L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L3_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.FinishQuest L5_3 = false L6_3 = nil L3_3(L4_3, L5_3, L6_3) end end end end function L7_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, L6_2, L7_2) L2_2 = A0_2 L1_2 = A0_2.BeLockTask L3_2 = L3_1.FollowTransLen L4_2 = 1 function L5_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.TransFinishCallBack L3_3 = L3_1 L1_3(L2_3, L3_3) end function L6_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.TransPreCallBack L3_3 = L3_1 L1_3(L2_3, L3_3) end L1_2(L2_2, L3_2, L4_2, L5_2, L6_2) end L2_1.WalkFollow = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "start!Qin" L1_2(L2_2) end L2_1.Start = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "Qin " L3_2 = L4_1.QinID L4_2 = " destroied" L2_2 = L2_2 .. L3_2 .. L4_2 L1_2(L2_2) end L2_1.OnDestroy = L5_1 return L2_1