local L0_1, L1_1, L2_1 L0_1 = {} L1_1 = {} L0_1.ActorDic = L1_1 L1_1 = {} L0_1.Alias2EntityIDDic = L1_1 L1_1 = {} L0_1.GadgetTriggerDic = L1_1 L1_1 = require L2_1 = "Actor/DummyActorProxy" L1_1 = L1_1(L2_1) L0_1.dummyActor = L1_1 L0_1.tempDefaultAlias = "Temp" function L1_1() local L0_2, L1_2, L2_2, L3_2, L4_2 L0_2 = print L1_2 = "Test1" L0_2(L1_2) L0_2 = actorMgr L1_2 = L0_2 L0_2 = L0_2.CreateActor L2_2 = actorMgr L3_2 = "test" L4_2 = "Actor/Npc/Npc001Test" L0_2(L1_2, L2_2, L3_2, L4_2) end L0_1.OnTest1 = L1_1 function L1_1() local L0_2, L1_2, L2_2 L0_2 = print L1_2 = "Test2" L0_2(L1_2) L0_2 = actorMgr L1_2 = L0_2 L0_2 = L0_2.GetActor L2_2 = "test" L0_2 = L0_2(L1_2, L2_2) if L0_2 ~= nil then L2_2 = L0_2 L1_2 = L0_2.Test L1_2(L2_2) end end L0_1.OnTest2 = L1_1 function L1_1() local L0_2, L1_2 L0_2 = print L1_2 = "Test3" L0_2(L1_2) end L0_1.OnTest3 = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = require L3_2 = A1_2 L2_2 = L2_2(L3_2) end L0_1.TestRequireLua = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = util L2_2 = L2_2.unrequire L3_2 = A1_2 L2_2(L3_2) end L0_1.ResetTestRequireLua = L1_1 function L1_1() local L0_2, L1_2, L2_2, L3_2 L0_2 = print L1_2 = "Actor Manager Init" L0_2(L1_2) L0_2 = actorMgr L1_2 = L0_2 L0_2 = L0_2.CreateActor L2_2 = "global" L3_2 = "Actor/GlobalActorProxy" L0_2 = L0_2(L1_2, L2_2, L3_2) globalActor = L0_2 end L0_1.InitGlobal = L1_1 function L1_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L0_2 = 1 L1_2 = globalCfg L1_2 = L1_2.initSubActors L1_2 = #L1_2 L2_2 = 1 for L3_2 = L0_2, L1_2, L2_2 do L4_2 = globalCfg L4_2 = L4_2.initSubActors L4_2 = L4_2[L3_2] if L4_2 ~= nil then L5_2 = L4_2.alias if L5_2 ~= nil then L5_2 = L4_2.metaPath if L5_2 ~= nil then L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.CreateActor L7_2 = L4_2.alias L8_2 = L4_2.metaPath L5_2(L6_2, L7_2, L8_2) end end end end L0_2 = 1 L1_2 = globalCfg L1_2 = L1_2.initAddSubActors L1_2 = #L1_2 L2_2 = 1 for L3_2 = L0_2, L1_2, L2_2 do L4_2 = globalCfg L4_2 = L4_2.initAddSubActors L4_2 = L4_2[L3_2] if L4_2 ~= nil then L5_2 = L4_2.alias if L5_2 ~= nil then L5_2 = L4_2.metaPath if L5_2 ~= nil then L5_2 = actorMgr L6_2 = L5_2 L5_2 = L5_2.CreateActor L7_2 = L4_2.alias L8_2 = L4_2.metaPath L5_2(L6_2, L7_2, L8_2) end end end end end L0_1.InitSubGlobal = L1_1 function L1_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L3_2 = 1 L4_2 = globalCfg L4_2 = L4_2.initAddSubActors L4_2 = #L4_2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L7_2 = globalCfg L7_2 = L7_2.initAddSubActors L7_2 = L7_2[L6_2] if L7_2 ~= nil then L8_2 = L7_2.alias if L8_2 == A1_2 then return end end end L3_2 = {} L3_2.alias = A1_2 L3_2.metaPath = A2_2 L4_2 = globalCfg L4_2 = L4_2.initAddSubActors L5_2 = globalCfg L5_2 = L5_2.initAddSubActors L5_2 = #L5_2 L5_2 = L5_2 + 1 L4_2[L5_2] = L3_2 if L3_2 ~= nil then L4_2 = L3_2.alias if L4_2 ~= nil then L4_2 = L3_2.metaPath if L4_2 ~= nil then L4_2 = actorMgr L5_2 = L4_2 L4_2 = L4_2.CreateActor L6_2 = L3_2.alias L7_2 = L3_2.metaPath L4_2(L5_2, L6_2, L7_2) end end end end L0_1.RegisteSubGlobal = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = 1 L3_2 = globalCfg L3_2 = L3_2.initAddSubActors L3_2 = #L3_2 L4_2 = 1 for L5_2 = L2_2, L3_2, L4_2 do L6_2 = globalCfg L6_2 = L6_2.initAddSubActors L6_2 = L6_2[L5_2] if L6_2 ~= nil then L7_2 = L6_2.alias if L7_2 == A1_2 then L7_2 = globalCfg L7_2 = L7_2.initAddSubActors L7_2[L5_2] = nil end end end end L0_1.UnregisteSubGlobal = L1_1 function L1_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = L0_1.GetActorInternal L5_2 = A0_2 L6_2 = A1_2 L4_2 = L4_2(L5_2, L6_2) if L4_2 == nil then L5_2 = require L6_2 = A2_2 L5_2 = L5_2(L6_2) L7_2 = L5_2 L6_2 = L5_2.new L6_2 = L6_2(L7_2) L4_2 = L6_2 L4_2.metaPath = A2_2 L7_2 = L4_2 L6_2 = L4_2.OnPreInit L6_2(L7_2) if A1_2 == nil or A1_2 == "" then A1_2 = L4_2.defaultAlias end L6_2 = L0_1.ActorDic L6_2[A1_2] = L4_2 L7_2 = L4_2 L6_2 = L4_2.OnInit L8_2 = A1_2 L6_2(L7_2, L8_2) L7_2 = L4_2 L6_2 = L4_2.OnPostInit L6_2(L7_2) end if A3_2 == nil then A3_2 = true end if A3_2 then L6_2 = L4_2 L5_2 = L4_2.Start L5_2(L6_2) end return L4_2 end L0_1.CreateActor = L1_1 function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2, A11_2, A12_2) local L13_2, L14_2, L15_2, L16_2, L17_2 L13_2 = {} L15_2 = A0_2 L14_2 = A0_2.GetRealAlias L16_2 = A1_2 L17_2 = A12_2 L14_2 = L14_2(L15_2, L16_2, L17_2) L13_2.alias = L14_2 L13_2.metaPath = A2_2 L13_2.configID = A3_2 L13_2.dataIndex = A4_2 L13_2.bornPos = A5_2 L13_2.bornEuler = A6_2 L13_2.isNetwork = A7_2 L13_2.isAutoStart = A8_2 L13_2.sceneID = A9_2 L13_2.roomID = A11_2 L13_2.questID = A12_2 L13_2.noPerform = A10_2 L13_2.isCheckHide = false L13_2.dontDestroyOnClear = false L13_2.ditherShow = false L13_2.ditherDuration = 0 L14_2 = L0_1.CreateActorWithData L15_2 = A0_2 L16_2 = L13_2 return L14_2(L15_2, L16_2) end L0_1.CreateActorWithPos = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.CreateActorWithDataInternal L4_2 = A1_2 L5_2 = false return L2_2(L3_2, L4_2, L5_2) end L0_1.CreateActorWithData = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.CreateActorWithDataInternal L4_2 = A1_2 L5_2 = true return L2_2(L3_2, L4_2, L5_2) end L0_1.CreateLocalActorWithData = L1_1 function L1_1(A0_2, A1_2, A2_2) local 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, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2 L3_2 = A1_2.sceneID if L3_2 == nil then L4_2 = sceneData L3_2 = L4_2.DefaultSceneID elseif L3_2 == 0 then L4_2 = sceneData L4_2 = L4_2.currSceneID if L4_2 ~= -1 then L4_2 = sceneData L3_2 = L4_2.currSceneID end end L4_2 = A1_2.roomID if L4_2 == nil then L5_2 = sceneData L5_2 = L5_2.DefaultSceneID if L3_2 ~= L5_2 then L5_2 = sceneData L5_2 = L5_2.currSceneID if L3_2 ~= L5_2 then goto lbl_28 end end L4_2 = 0 goto lbl_29 ::lbl_28:: L4_2 = 1 end ::lbl_29:: L5_2 = A1_2.questID if not L5_2 then L5_2 = 0 end L6_2 = A1_2.alias L7_2 = A1_2.metaPath L8_2 = A1_2.configID L9_2 = A1_2.dataIndex L10_2 = A1_2.bornPos L11_2 = A1_2.bornEuler L12_2 = A1_2.isNetwork L13_2 = A1_2.isAutoStart L13_2 = L13_2 ~= false L14_2 = A1_2.isCheckHide L15_2 = A1_2.dontDestroyOnClear L16_2 = A1_2.clearCmd if L16_2 then L17_2 = actorUtils L17_2 = L17_2.ClearCacheCmdAll L18_2 = L6_2 L17_2(L18_2) end L17_2 = sceneData L17_2 = L17_2.currSceneID if L3_2 ~= L17_2 then L17_2 = sceneData L17_2 = L17_2.currSceneID if L17_2 ~= 1001 then if A2_2 ~= true and L12_2 then L17_2 = sceneData L17_2 = L17_2.currSceneID if L17_2 ~= -1 then L17_2 = actorUtils L17_2 = L17_2.NotifyActorPreCreate L18_2 = L6_2 L17_2(L18_2) L17_2 = require L18_2 = L7_2 L17_2 = L17_2(L18_2) L18_2 = actorUtils L18_2 = L18_2.NotifyActorCreate L19_2 = L17_2.actorType L20_2 = L6_2 L21_2 = L7_2 L22_2 = L8_2 L23_2 = L10_2 L24_2 = L11_2 L25_2 = L3_2 L26_2 = L4_2 L27_2 = L5_2 L28_2 = L13_2 L18_2(L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2) end end L17_2 = A0_2.dummyActor L17_2.alias = L6_2 L17_2 = A0_2.dummyActor return L17_2 end end L17_2 = A1_2.noPerform if L17_2 == nil then L17_2 = true end L18_2 = A1_2.ditherShow L18_2 = L18_2 == true L19_2 = A1_2.ditherDuration L20_2 = actorUtils L20_2 = L20_2.TrySwitchNpcActor L21_2 = L8_2 L22_2 = L5_2 L23_2 = L6_2 L20_2 = L20_2(L21_2, L22_2, L23_2) if L20_2 ~= nil then L21_2 = L0_1.GetActorInternal L22_2 = A0_2 L23_2 = L20_2 L21_2 = L21_2(L22_2, L23_2) L22_2 = L0_1.ClearActor L23_2 = A0_2 L24_2 = L20_2 L22_2(L23_2, L24_2) if L21_2 ~= nil then L21_2.alias = L6_2 L22_2 = L0_1.ActorDic L22_2[L6_2] = L21_2 end end L21_2 = L0_1.GetActorInternal L22_2 = A0_2 L23_2 = L6_2 L21_2 = L21_2(L22_2, L23_2) if L21_2 ~= nil then L23_2 = L21_2 L22_2 = L21_2.IsValid L22_2 = L22_2(L23_2) if L22_2 ~= true then L22_2 = L0_1.ClearActor L23_2 = A0_2 L24_2 = L6_2 L22_2(L23_2, L24_2) L21_2 = nil end end if L21_2 ~= nil then L22_2 = L21_2.defaultAlias L23_2 = L0_1.tempDefaultAlias if L22_2 == L23_2 then L22_2 = require L23_2 = L7_2 L22_2 = L22_2(L23_2) L23_2 = L22_2.defaultAlias L24_2 = L21_2.defaultAlias if L23_2 ~= L24_2 then L23_2 = L0_1.ClearActor L24_2 = A0_2 L25_2 = L6_2 L23_2(L24_2, L25_2) L21_2 = nil end end end if L21_2 == nil then L22_2 = actorUtils L22_2 = L22_2.NotifyActorPreCreate L23_2 = L6_2 L22_2(L23_2) L22_2 = require L23_2 = L7_2 L22_2 = L22_2(L23_2) if L22_2 == nil then L23_2 = CS L23_2 = L23_2.MoleMole L23_2 = L23_2.SuperDebug L23_2 = L23_2.LogError L24_2 = "[Lua] quest:" L25_2 = tostring L26_2 = mainID L25_2 = L25_2(L26_2) L26_2 = " check metaPath of " L27_2 = tostring L28_2 = L6_2 L27_2 = L27_2(L28_2) L24_2 = L24_2 .. L25_2 .. L26_2 .. L27_2 L23_2(L24_2) return L21_2 end L24_2 = L22_2 L23_2 = L22_2.new L23_2 = L23_2(L24_2) L21_2 = L23_2 L21_2.configID = L8_2 L21_2.dataIndex = L9_2 L21_2.bornSceneID = L3_2 L21_2.bornRoomID = L4_2 L21_2.bornQuestID = L5_2 L21_2.bornPos = L10_2 L21_2.bornDir = L11_2 L21_2.isNetwork = L12_2 L21_2.isAutoStart = L13_2 L21_2.actorData = A1_2 L21_2.dontDestroyOnClear = L15_2 L21_2.isLocal = A2_2 L24_2 = L21_2 L23_2 = L21_2.PreGetAlias L23_2 = L23_2(L24_2) L25_2 = L21_2 L24_2 = L21_2.OnPreInit L24_2(L25_2) if L6_2 == nil or L6_2 == "" then if L23_2 ~= nil then L6_2 = L23_2 else L6_2 = L21_2.defaultAlias end end L21_2.alias = L6_2 L21_2.metaPath = L7_2 L24_2 = L0_1.ActorDic L24_2[L6_2] = L21_2 L25_2 = L21_2 L24_2 = L21_2.OnInit L26_2 = L6_2 L24_2(L25_2, L26_2) L24_2 = print L25_2 = "NotifyActorCreate actor == nil " L26_2 = tostring L27_2 = L5_2 L26_2 = L26_2(L27_2) L27_2 = " Alias:=" L28_2 = L6_2 L25_2 = L25_2 .. L26_2 .. L27_2 .. L28_2 L24_2(L25_2) L24_2 = L21_2.uActor if L24_2 == nil then L24_2 = L0_1.ActorDic L24_2[L6_2] = nil L24_2 = A0_2.dummyActor L24_2.alias = L6_2 L24_2 = A0_2.dummyActor return L24_2 else L25_2 = L21_2 L24_2 = L21_2.OnPostInit L24_2(L25_2) L24_2 = L21_2.MarkDitherShow if L24_2 ~= nil then L25_2 = L21_2 L24_2 = L21_2.MarkDitherShow L26_2 = L18_2 L24_2(L25_2, L26_2) end if not L14_2 then L24_2 = L21_2.CheckShow if L24_2 ~= nil then L25_2 = L21_2 L24_2 = L21_2.CheckShow L24_2(L25_2) end end end else L23_2 = L21_2 L22_2 = L21_2.OnReuse L22_2(L23_2) L22_2 = actorUtils L22_2 = L22_2.NotifyActorPreCreate L23_2 = L6_2 L22_2(L23_2) L23_2 = L21_2 L22_2 = L21_2.ClearAllTask L22_2(L23_2) L21_2.bornSceneID = L3_2 L21_2.bornRoomID = L4_2 L21_2.bornQuestID = L5_2 L21_2.isAutoStart = L13_2 L22_2 = print L23_2 = "NotifyActorCreate actor OnReuse " L24_2 = tostring L25_2 = L5_2 L24_2 = L24_2(L25_2) L25_2 = " Alias:=" L26_2 = L6_2 L23_2 = L23_2 .. L24_2 .. L25_2 .. L26_2 L22_2(L23_2) L22_2 = L21_2.MarkDitherShow if L22_2 ~= nil then L23_2 = L21_2 L22_2 = L21_2.MarkDitherShow L24_2 = L18_2 L22_2(L23_2, L24_2) end L22_2 = L21_2.SetPosAndTurnTo if L22_2 ~= nil then L23_2 = L21_2 L22_2 = L21_2.SetPosAndTurnTo L24_2 = L10_2 L25_2 = M L25_2 = L25_2.Euler2DirXZ L26_2 = L11_2 L25_2 = L25_2(L26_2) L26_2 = L17_2 L22_2(L23_2, L24_2, L25_2, L26_2) else L22_2 = L21_2.SetPos if L22_2 ~= nil then L23_2 = L21_2 L22_2 = L21_2.SetPos L24_2 = L10_2 L25_2 = L17_2 L22_2(L23_2, L24_2, L25_2) end L22_2 = L21_2.TurnTo if L22_2 ~= nil then L23_2 = L21_2 L22_2 = L21_2.TurnTo L24_2 = M L24_2 = L24_2.Euler2DirXZ L25_2 = L11_2 L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2 = L24_2(L25_2) L22_2(L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2) end end if not L14_2 then L22_2 = L21_2.CheckShow if L22_2 ~= nil then L23_2 = L21_2 L22_2 = L21_2.CheckShow L22_2(L23_2) end end L23_2 = L21_2 L22_2 = L21_2.ClearActor L22_2(L23_2) if A2_2 ~= true then L22_2 = actorUtils L22_2 = L22_2.NotifyActorCreate L23_2 = L21_2.actorType L24_2 = L6_2 L25_2 = L7_2 L26_2 = L8_2 L27_2 = L10_2 L28_2 = L11_2 L29_2 = L3_2 L30_2 = L4_2 L31_2 = L5_2 L32_2 = L13_2 L22_2(L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2) end L22_2 = actorUtils L22_2 = L22_2.NotifyActorAutoStart L23_2 = L8_2 L24_2 = L5_2 L25_2 = L13_2 L22_2(L23_2, L24_2, L25_2) if L13_2 then L23_2 = L21_2 L22_2 = L21_2.Start L22_2(L23_2) end end if L5_2 ~= nil and 0 < L5_2 then L23_2 = L21_2 L22_2 = L21_2.ResetAsNoDaily L22_2(L23_2) end if L18_2 then L22_2 = L21_2.DitherToShowWhenAppear if L22_2 ~= nil then L23_2 = L21_2 L22_2 = L21_2.DitherToShowWhenAppear L24_2 = L19_2 L22_2(L23_2, L24_2) end end return L21_2 end L0_1.CreateActorWithDataInternal = L1_1 function L1_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 if A1_2 == nil then return end L3_2 = A1_2.alias L4_2 = L0_1.ClearActor L5_2 = A0_2 L6_2 = L3_2 L4_2(L5_2, L6_2) A1_2.alias = A2_2 L4_2 = L0_1.ActorDic L4_2[A2_2] = A1_2 L4_2 = print L5_2 = "[Actor]Change Alias from " L6_2 = L3_2 L7_2 = " to " L8_2 = A2_2 L5_2 = L5_2 .. L6_2 .. L7_2 .. L8_2 L4_2(L5_2) end L0_1.ChangeActorAlias = L1_1 function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 if A2_2 == nil or A2_2 == "" then L5_2 = NG_HSOD_DEBUG if L5_2 then L5_2 = actorUtils L5_2 = L5_2.ActorDebugError L6_2 = "~~~~~~~~~~~~~~~~~~~~~~~~ metaPath is nil !!" L7_2 = tostring L8_2 = A1_2 L7_2 = L7_2(L8_2) L8_2 = " . " L9_2 = tostring L10_2 = A3_2 L9_2 = L9_2(L10_2) L6_2 = L6_2 .. L7_2 .. L8_2 .. L9_2 L5_2(L6_2) end L5_2 = 0 return L5_2 end L5_2 = require L6_2 = A2_2 L5_2 = L5_2(L6_2) L6_2 = NG_HSOD_DEBUG if L6_2 then L6_2 = tostring L7_2 = type L8_2 = L5_2 L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2(L8_2) L6_2 = L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) if L6_2 ~= "table" then L6_2 = actorUtils L6_2 = L6_2.ActorDebugError L7_2 = "~~~~~~~~~~~~~~~~~~~~~~~~ " L8_2 = tostring L9_2 = A3_2 L8_2 = L8_2(L9_2) L9_2 = " no actor! check this!" L7_2 = L7_2 .. L8_2 .. L9_2 L6_2(L7_2) L6_2 = actorUtils L6_2 = L6_2.ActorDebugError L7_2 = "create quest actor called " L8_2 = tostring L9_2 = A1_2 L8_2 = L8_2(L9_2) L9_2 = " . " L10_2 = tostring L11_2 = A3_2 L10_2 = L10_2(L11_2) L7_2 = L7_2 .. L8_2 .. L9_2 .. L10_2 L6_2(L7_2) L6_2 = actorUtils L6_2 = L6_2.ActorDebugError L7_2 = tostring L8_2 = A2_2 L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2(L8_2) L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) end end L7_2 = L5_2 L6_2 = L5_2.new L6_2 = L6_2(L7_2) L6_2.mainQuestID = A3_2 L6_2.mainQuestConfigID = A4_2 L6_2.metaPath = A2_2 L8_2 = L6_2 L7_2 = L6_2.OnPreInit L7_2(L8_2) if A1_2 == nil or A1_2 == "" then L7_2 = tostring L8_2 = A3_2 L7_2 = L7_2(L8_2) A1_2 = L7_2 end L7_2 = L0_1.ActorDic L7_2[A1_2] = L6_2 L8_2 = L6_2 L7_2 = L6_2.OnDataLoad L7_2(L8_2) L8_2 = L6_2 L7_2 = L6_2.OnHandlerBuild L7_2(L8_2) L8_2 = L6_2 L7_2 = L6_2.OnInit L9_2 = A1_2 L7_2(L8_2, L9_2) L8_2 = L6_2 L7_2 = L6_2.OnPostInit L7_2(L8_2) return L6_2 end L0_1.CreateQuestActor = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = L0_1.ActorDic L2_2 = L2_2[A1_2] if L2_2 == nil then L3_2 = L0_1.dummyActor L3_2.alias = A1_2 L3_2 = L0_1.dummyActor return L3_2 end return L2_2 end L0_1.GetActor = L1_1 function L1_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2 if A2_2 ~= nil and A2_2 ~= 0 then L3_2 = A1_2 L4_2 = tostring L5_2 = A2_2 L4_2 = L4_2(L5_2) A1_2 = L3_2 .. L4_2 end L3_2 = L0_1.ActorDic L3_2 = L3_2[A1_2] if L3_2 == nil then L4_2 = L0_1.dummyActor L4_2.alias = A1_2 L4_2 = L0_1.dummyActor return L4_2 end return L3_2 end L0_1.GetQuestNPCActor = L1_1 function L1_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 if A3_2 == nil then A3_2 = false end if A2_2 == nil then L4_2 = sceneData A2_2 = L4_2.DefaultSceneID else L4_2 = sceneID if L4_2 == 0 then L4_2 = sceneData L4_2 = L4_2.currSceneID if L4_2 ~= -1 then L4_2 = sceneData L4_2 = L4_2.currSceneID sceneID = L4_2 end end end L5_2 = A0_2 L4_2 = A0_2.GetActorInternal L6_2 = A1_2 L4_2 = L4_2(L5_2, L6_2) if A3_2 and L4_2 == nil then return end if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.Destroy L7_2 = A3_2 L5_2(L6_2, L7_2) else L5_2 = actorUtils L5_2 = L5_2.NotifyActorDestroy L6_2 = A1_2 L7_2 = A2_2 L8_2 = true L5_2(L6_2, L7_2, L8_2) end if A3_2 == false then L5_2 = actorUtils L5_2 = L5_2.DestroyLocalGadget L6_2 = A1_2 L5_2(L6_2) end end L0_1.DestroyEntityActor = L1_1 function L1_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = L0_1.GetActorInternal L4_2 = A0_2 L5_2 = A1_2 L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.Destroy L6_2 = A2_2 L4_2(L5_2, L6_2) elseif A2_2 ~= true then L4_2 = actorUtils L4_2 = L4_2.NotifyNpcActorDestroyByAlias L5_2 = A1_2 L6_2 = true L4_2(L5_2, L6_2) end end L0_1.DestroyNpcActorByAlias = L1_1 function L1_1(A0_2, A1_2) local L2_2 L2_2 = L0_1.ActorDic L2_2 = L2_2[A1_2] return L2_2 end L0_1.GetActorInternal = L1_1 function L1_1(A0_2, A1_2) local L2_2 L2_2 = L0_1.ActorDic L2_2[A1_2] = nil end L0_1.ClearActor = L1_1 function L1_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2 L3_2 = L0_1.GetActorInternal L4_2 = A0_2 L5_2 = A1_2 L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.Destroy L6_2 = A2_2 L7_2 = true L4_2(L5_2, L6_2, L7_2) end L4_2 = L0_1.ActorDic L4_2[A1_2] = nil end L0_1.DestroyActor = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = L0_1.GetActorInternal L3_2 = A0_2 L4_2 = A1_2 L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L3_2 = L2_2.metaPath L5_2 = L2_2 L4_2 = L2_2.Destroy L6_2 = false L4_2(L5_2, L6_2) if L3_2 ~= nil then L4_2 = util L4_2 = L4_2.unrequire L5_2 = L3_2 L4_2(L5_2) end end L3_2 = L0_1.ActorDic L3_2[A1_2] = nil end L0_1.DestroyActorMeta = L1_1 function L1_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L1_2 = pairs L2_2 = L0_1.ActorDic L1_2, L2_2, L3_2 = L1_2(L2_2) for L4_2, L5_2 in L1_2, L2_2, L3_2 do L6_2 = nil if L5_2 ~= nil then L6_2 = L5_2.metaPath end L7_2 = L0_1.DestroyActor L8_2 = L0_1 L9_2 = L4_2 L10_2 = false L7_2(L8_2, L9_2, L10_2) if L6_2 ~= nil then L7_2 = util L7_2 = L7_2.unrequire L8_2 = L6_2 L7_2(L8_2) end end end L0_1.Destroy = L1_1 function L1_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L1_2 = pairs L2_2 = L0_1.ActorDic L1_2, L2_2, L3_2 = L1_2(L2_2) for L4_2, L5_2 in L1_2, L2_2, L3_2 do if L5_2 ~= nil then L6_2 = L5_2.dontDestroyOnClear if not L6_2 then L6_2 = nil if L5_2 ~= nil then L6_2 = L5_2.metaPath end L7_2 = L0_1.DestroyActor L8_2 = L0_1 L9_2 = L4_2 L10_2 = false L7_2(L8_2, L9_2, L10_2) if L6_2 ~= nil then L7_2 = util L7_2 = L7_2.unrequire L8_2 = L6_2 L7_2(L8_2) end end end end end L0_1.DestroySoft = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L0_1.GetActorInternal L3_2 = A0_2 L4_2 = A1_2 L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.Start L3_2(L4_2) end end L0_1.StartActor = L1_1 function L1_1(A0_2, A1_2, A2_2) local L3_2 L3_2 = L0_1.Alias2EntityIDDic L3_2[A1_2] = A2_2 end L0_1.SetEntityHandler = L1_1 function L1_1(A0_2, A1_2) local L2_2 L2_2 = L0_1.Alias2EntityIDDic L2_2 = L2_2[A1_2] return L2_2 end L0_1.GetEntityHandler = L1_1 function L1_1(A0_2, A1_2) local L2_2 L2_2 = L0_1.Alias2EntityIDDic L2_2[A1_2] = nil end L0_1.DestroyEntityHandler = L1_1 function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2) local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2 L8_2 = NG_HSOD_DEBUG if L8_2 then L8_2 = assert L9_2 = A2_2.id L9_2 = L9_2 ~= nil L10_2 = "CreateNPCActorData : npc alias is null in shareconfig" L8_2(L9_2, L10_2) L8_2 = assert L9_2 = A2_2.alias L9_2 = L9_2 ~= nil L10_2 = "CreateNPCActorData : npc alias is null in shareconfig" L8_2(L9_2, L10_2) L8_2 = assert L9_2 = A2_2.script L9_2 = L9_2 ~= nil L10_2 = "CreateNPCActorData : npc script is null in shareconfig" L8_2(L9_2, L10_2) L8_2 = assert L9_2 = A2_2.pos L9_2 = L9_2 ~= nil or A4_2 ~= nil L10_2 = "CreateNPCActorData : npc pos is null in shareconfig or param" L8_2(L9_2, L10_2) end L8_2 = {} L9_2 = A2_2.scene_id L8_2.sceneID = L9_2 L9_2 = L8_2.sceneID if L9_2 == nil then L10_2 = sceneData L9_2 = L10_2.DefaultSceneID elseif L9_2 == 0 then L10_2 = sceneData L10_2 = L10_2.currSceneID if L10_2 ~= -1 then L10_2 = sceneData L9_2 = L10_2.currSceneID end end L10_2 = A2_2.alias L11_2 = A2_2.id if A3_2 ~= nil then L13_2 = A3_2 L12_2 = A3_2.IsRandom L12_2 = L12_2(L13_2) if L12_2 then L13_2 = A3_2 L12_2 = A3_2.GetRandomFactorValue L14_2 = A2_2.id L12_2 = L12_2(L13_2, L14_2) L13_2 = tonumber L14_2 = L12_2 L13_2 = L13_2(L14_2) L11_2 = L13_2 L14_2 = A3_2 L13_2 = A3_2.GetRandomNpcAlias L15_2 = L12_2 L13_2 = L13_2(L14_2, L15_2) L10_2 = L13_2 if A4_2 == nil or A5_2 == nil then L14_2 = A3_2 L13_2 = A3_2.GetRandomFactorValue L15_2 = A2_2.pos L13_2 = L13_2(L14_2, L15_2) L14_2 = sceneData L15_2 = L14_2 L14_2 = L14_2.GetDummyPoint L16_2 = L9_2 L17_2 = L13_2 L14_2 = L14_2(L15_2, L16_2, L17_2) if L14_2 ~= nil then A4_2 = L14_2.pos A5_2 = L14_2.rot else L15_2 = M L15_2 = L15_2.Pos L16_2 = 0 L17_2 = 0 L18_2 = 0 L15_2 = L15_2(L16_2, L17_2, L18_2) A4_2 = L15_2 L15_2 = M L15_2 = L15_2.Pos L16_2 = 0 L17_2 = 0 L18_2 = 0 L15_2 = L15_2(L16_2, L17_2, L18_2) A5_2 = L15_2 L15_2 = CS L15_2 = L15_2.MoleMole L15_2 = L15_2.SuperDebug L15_2 = L15_2.LogError L16_2 = "[Lua]Quest CreateNPCActorData Random questId:" L17_2 = tostring L18_2 = A1_2 L17_2 = L17_2(L18_2) L18_2 = " npc pos:" L19_2 = tostring L20_2 = L13_2 L19_2 = L19_2(L20_2) L20_2 = " currScene: " L21_2 = tostring L22_2 = sceneData L22_2 = L22_2.currSceneID L21_2 = L21_2(L22_2) L16_2 = L16_2 .. L17_2 .. L18_2 .. L19_2 .. L20_2 .. L21_2 L15_2(L16_2) end end else L13_2 = A3_2 L12_2 = A3_2.GetRealAlias L14_2 = L10_2 L15_2 = A1_2 L12_2 = L12_2(L13_2, L14_2, L15_2) L10_2 = L12_2 end end L8_2.configID = L11_2 L8_2.sceneID = L9_2 L8_2.alias = L10_2 L12_2 = A2_2.script L8_2.metaPath = L12_2 L12_2 = A2_2.room_id L8_2.roomID = L12_2 if A4_2 ~= nil then L8_2.bornPos = A4_2 else L12_2 = sceneData L13_2 = L12_2 L12_2 = L12_2.GetDummyPoint L14_2 = L9_2 L15_2 = A2_2.pos L12_2 = L12_2(L13_2, L14_2, L15_2) if L12_2 ~= nil then L13_2 = L12_2.pos L8_2.bornPos = L13_2 else L13_2 = CS L13_2 = L13_2.MoleMole L13_2 = L13_2.SuperDebug L13_2 = L13_2.LogError L14_2 = "[Lua]Quest CreateNPCActorData questId:" L15_2 = tostring L16_2 = A1_2 L15_2 = L15_2(L16_2) L16_2 = " npc pos:" L17_2 = tostring L18_2 = A2_2.pos L17_2 = L17_2(L18_2) L18_2 = " currScene: " L19_2 = tostring L20_2 = sceneData L20_2 = L20_2.currSceneID L19_2 = L19_2(L20_2) L14_2 = L14_2 .. L15_2 .. L16_2 .. L17_2 .. L18_2 .. L19_2 L13_2(L14_2) L13_2 = M L13_2 = L13_2.Pos L14_2 = 0 L15_2 = 0 L16_2 = 0 L13_2 = L13_2(L14_2, L15_2, L16_2) L8_2.bornPos = L13_2 end end if A5_2 ~= nil then L8_2.bornEuler = A5_2 else L12_2 = sceneData L13_2 = L12_2 L12_2 = L12_2.GetDummyPoint L14_2 = L9_2 L15_2 = A2_2.pos L12_2 = L12_2(L13_2, L14_2, L15_2) if L12_2 ~= nil then L13_2 = L12_2.rot L8_2.bornEuler = L13_2 else L13_2 = CS L13_2 = L13_2.MoleMole L13_2 = L13_2.SuperDebug L13_2 = L13_2.LogError L14_2 = "[Lua]Quest CreateNPCActorData questId:" L15_2 = tostring L16_2 = A1_2 L15_2 = L15_2(L16_2) L16_2 = " npc pos:" L17_2 = tostring L18_2 = A2_2.pos L17_2 = L17_2(L18_2) L18_2 = " currScene: " L19_2 = tostring L20_2 = sceneData L20_2 = L20_2.currSceneID L19_2 = L19_2(L20_2) L14_2 = L14_2 .. L15_2 .. L16_2 .. L17_2 .. L18_2 .. L19_2 L13_2(L14_2) L13_2 = M L13_2 = L13_2.Pos L14_2 = 0 L15_2 = 0 L16_2 = 0 L13_2 = L13_2(L14_2, L15_2, L16_2) L8_2.bornEuler = L13_2 end end L8_2.questID = A1_2 L8_2.dataIndex = 0 L8_2.isNetwork = true L12_2 = A2_2.isAutoStart L12_2 = L12_2 ~= false L8_2.isAutoStart = L12_2 L8_2.isCheckHide = false L8_2.noPerform = true L8_2.dontDestroyOnClear = false L8_2.clearCmd = true L8_2.ditherShow = A6_2 L8_2.ditherDuration = A7_2 return L8_2 end L0_1.CreateNPCActorData = L1_1 function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2) local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2 if A3_2 == nil then L10_2 = print L11_2 = "try to create npc" L12_2 = A2_2 L13_2 = " on " L14_2 = A1_2 L15_2 = "but data not exist" L11_2 = L11_2 .. L12_2 .. L13_2 .. L14_2 .. L15_2 L10_2(L11_2) return end L10_2 = A3_2.npcs if L10_2 == nil then L11_2 = print L12_2 = "try to create npc" L13_2 = A2_2 L14_2 = " on " L15_2 = A1_2 L16_2 = "but npcs not in data" L12_2 = L12_2 .. L13_2 .. L14_2 .. L15_2 .. L16_2 L11_2(L12_2) return end L11_2 = NG_HSOD_DEBUG if L11_2 then L11_2 = actorUtils L11_2 = L11_2.CheckActorCreateMainQuestId L12_2 = A1_2 L11_2(L12_2) end L11_2 = nil L12_2 = #L10_2 if A5_2 == nil or A5_2 == 0 then L13_2 = 1 L14_2 = L12_2 L15_2 = 1 for L16_2 = L13_2, L14_2, L15_2 do L17_2 = L10_2[L16_2] if L17_2 ~= nil then if A2_2 ~= nil then L18_2 = L17_2.id if L18_2 == A2_2 then L11_2 = L17_2 break end else L11_2 = L17_2 break end end end elseif A5_2 <= L12_2 then L11_2 = L10_2[A5_2] else L13_2 = print L14_2 = "try to create npc" L15_2 = A2_2 L16_2 = " on " L17_2 = A1_2 L18_2 = " index out of range" L14_2 = L14_2 .. L15_2 .. L16_2 .. L17_2 .. L18_2 L13_2(L14_2) end if L11_2 ~= nil then L14_2 = A0_2 L13_2 = A0_2.CreateNPCActorData L15_2 = A1_2 L16_2 = L11_2 L17_2 = A4_2 L18_2 = A6_2 L19_2 = A7_2 L20_2 = A8_2 L21_2 = A9_2 L13_2 = L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2) L14_2 = actorMgr L15_2 = L14_2 L14_2 = L14_2.CreateActorWithData L16_2 = L13_2 return L14_2(L15_2, L16_2) end L13_2 = nil return L13_2 end L0_1.CreateQuestNpcActorInternal = L1_1 function L1_1(A0_2, A1_2, A2_2) local L3_2, L4_2 if A2_2 == nil or A2_2 == 0 then return A1_2 end L3_2 = A1_2 L4_2 = A2_2 L3_2 = L3_2 .. L4_2 return L3_2 end L0_1.GetRealAlias = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.NotifyTo L4_2 = A1_2 L5_2 = NpcUtil L5_2 = L5_2.NpcEventType L5_2 = L5_2.BANDAILY L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) end L0_1.NotifyBanDailyExternal = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.NotifyTo L4_2 = A1_2 L5_2 = NpcUtil L5_2 = L5_2.NpcEventType L5_2 = L5_2.STARTDAILY L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) end L0_1.NotifyStartDailyExternal = L1_1 return L0_1