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/BaseActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "EntityActorProxy" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = nil function L3_1(A0_2) local L1_2 L1_2 = A0_2.__super L2_1 = L1_2 end L1_1.OnPreInit = L3_1 function L3_1(A0_2) local L1_2 L1_2 = nil return L1_2 end L1_1.PreGetAlias = L3_1 L1_1.configID = nil L1_1.bornPos = nil L1_1.bornDir = nil L1_1.isNetwork = false L3_1 = ActorType L3_1 = L3_1.BASE_ENTITY L1_1.actorType = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L2_1 L3_2 = L2_2 L2_2 = L2_2.OnInit L4_2 = A1_2 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CreateUActor L4_2 = A1_2 L2_2 = L2_2(L3_2, L4_2) A0_2.uActor = L2_2 L4_2 = A0_2 L3_2 = A0_2.Register L3_2(L4_2) end L1_1.OnInit = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = actorUtils L2_2 = L2_2.CreateActor L3_2 = A0_2 L4_2 = ActorType L4_2 = L4_2.BASE_ENTITY L5_2 = A1_2 L6_2 = A0_2.metaPath L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2) return L2_2 end L1_1.CreateUActor = L3_1 function L3_1(A0_2) local L1_2 end L1_1.Register = L3_1 function L3_1(A0_2) local L1_2 end L1_1.Start = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.GetPropValue L4_2 = A1_2 return L2_2(L3_2, L4_2) end L1_1.GetPropValue = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 if A1_2 == nil then L2_2 = actorUtils L2_2 = L2_2.ActorDebugError L3_2 = A0_2.alias L4_2 = "lua position not invalid" L3_2 = L3_2 .. L4_2 L2_2(L3_2) return end L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.WalkTo L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.WalkTo = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.WalkToRoute L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.WalkToRoute = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.WalkToRouteByData L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.WalkToRouteByData = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 if A1_2 == nil then L2_2 = actorUtils L2_2 = L2_2.ActorDebugError L3_2 = A0_2.alias L4_2 = "lua position not invalid" L3_2 = L3_2 .. L4_2 L2_2(L3_2) return end L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.RunTo L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RunTo = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.RunToRoute L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RunToRoute = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.RunToRouteByData L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RunToRouteByData = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.Standby L3_2 = false L1_2(L2_2, L3_2) end L1_1.Standby = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.Standby L3_2 = true L1_2(L2_2, L3_2) end L1_1.StandbyNoResume = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.ResumeMove L1_2(L2_2) end L1_1.ResumeMove = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.PlayDefault L1_2(L2_2) end L1_1.PlayDefault = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SyncPos L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.SyncPos = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.DoingFreeStyle return L1_2(L2_2) end L1_1.DoingFreeStyle = L3_1 function L3_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 if A2_2 == nil then A2_2 = true end if nil == A4_2 then A4_2 = true end if A5_2 == nil then A5_2 = true end if A6_2 == nil then A6_2 = true end if A7_2 == nil then A7_2 = false end L8_2 = A0_2.uActor L9_2 = L8_2 L8_2 = L8_2.DoFreeStyle L10_2 = A1_2 L11_2 = A2_2 L12_2 = A3_2 L13_2 = A4_2 L14_2 = A5_2 L15_2 = A6_2 L16_2 = A7_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2) end L1_1.DoFreeStyle = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2) local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 if A2_2 == nil then A2_2 = true end if nil == A4_2 then A4_2 = true end if A5_2 == nil then A5_2 = false end L6_2 = A0_2.uActor L7_2 = L6_2 L6_2 = L6_2.DoFreeStyle L8_2 = A1_2 L9_2 = A2_2 L10_2 = A3_2 L11_2 = A4_2 L12_2 = false L13_2 = A5_2 L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) end L1_1.DoFreeStyleNoResetRoute = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.DoFreeStateTrigger L1_2(L2_2) end L1_1.DoFreeStateTrigger = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.CancelDefaultFreeStyle L1_2(L2_2) end L1_1.CancelDefaultFreeStyle = L3_1 function L3_1(A0_2, A1_2) end L1_1.InvokeOnResetFreeStyle = L3_1 function L3_1(A0_2) local L1_2 end L1_1.InvokeOnFinalTalkFinish = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.TurnTo L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.TurnTo = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.TurnToAvatar L1_2(L2_2) end L1_1.TurnToAvatar = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.GetPos return L1_2(L2_2) end L1_1.GetPos = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.GetEuler return L1_2(L2_2) end L1_1.GetEuler = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.GetForward return L1_2(L2_2) end L1_1.GetForward = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.GetDistFromAvatarToSelf return L1_2(L2_2) end L1_1.GetDistFromAvatarToSelf = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.GetDirFromSelfToAvatar return L1_2(L2_2) end L1_1.GetDirFromSelfToAvatar = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.IsInIdle return L1_2(L2_2) end L1_1.IsInIdle = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.IsTalking return L1_2(L2_2) end L1_1.IsTalking = L3_1 function L3_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 = true end L4_2 = A0_2.uActor L5_2 = L4_2 L4_2 = L4_2.SetPosAndTurnTo L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2 L4_2(L5_2, L6_2, L7_2, L8_2) end L1_1.SetPosAndTurnTo = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 if A2_2 == nil then A2_2 = true end L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.SetPos L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.SetPos = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.GetEuler return L1_2(L2_2) end L1_1.GetEuler = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.IsHided L4_2 = A1_2 return L2_2(L3_2, L4_2) end L1_1.IsHided = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.Hide L4_2 = A1_2 L5_2 = true L2_2(L3_2, L4_2, L5_2) end L1_1.Hide = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.Stop L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Hide L3_2 = true L1_2(L2_2, L3_2) end L1_1.HideSelf = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.Hide L3_2 = false L1_2(L2_2, L3_2) end L1_1.ShowSelf = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.CheckShow L1_2(L2_2) end L1_1.CheckShow = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SitOnChair L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.SitOnChair = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.StandFromChair L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.StandFromChair = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.SetWalkSpeedRatio L5_2 = A1_2 L6_2 = A2_2 ~= false L3_2(L4_2, L5_2, L6_2) end L1_1.SetWalkSpeedRatio = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.ResetWalkSpeedRatio L1_2(L2_2) end L1_1.ResetWalkSpeedRatio = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.EnableAI L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.EnableAI = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.EnableInteraction L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.EnableInteraction = L3_1 L1_1.targetPos = nil L1_1.routePoints = nil L1_1.routeConfig = nil function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.WalkTo L4_2 = A0_2.targetPos L2_2(L3_2, L4_2) end L1_1.StartWalkTo = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.WalkToRoute L4_2 = A0_2.routePoints L2_2(L3_2, L4_2) end L1_1.StartWalkToRoute = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.WalkToRouteByData L4_2 = A0_2.routeConfig L2_2(L3_2, L4_2) end L1_1.StartWalkToRouteByData = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.RunTo L4_2 = A0_2.targetPos L2_2(L3_2, L4_2) end L1_1.StartRunTo = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.RunToRoute L4_2 = A0_2.routePoints L2_2(L3_2, L4_2) end L1_1.StartRunToRoute = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.RunToRouteByData L4_2 = A0_2.routeConfig L2_2(L3_2, L4_2) end L1_1.StartRunToRouteByData = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.BeFollowState L3_2 = BeFollowState L3_2 = L3_2.ING if L2_2 == L3_2 then L3_2 = A0_2 L2_2 = A0_2.RunTo L4_2 = A0_2.targetPos L2_2(L3_2, L4_2) end end L1_1.StartFollowRunTo = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.BeFollowState L3_2 = BeFollowState L3_2 = L3_2.ING if L2_2 == L3_2 then L3_2 = A0_2 L2_2 = A0_2.RunToRoute L4_2 = A0_2.routePoints L2_2(L3_2, L4_2) end end L1_1.StartFollowRunToRoute = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.BeFollowState L3_2 = BeFollowState L3_2 = L3_2.ING if L2_2 == L3_2 then L3_2 = A0_2 L2_2 = A0_2.RunToRouteByData L4_2 = A0_2.routeConfig L2_2(L3_2, L4_2) end end L1_1.StartFollowRunToRouteByData = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.BeFollowState L3_2 = BeFollowState L3_2 = L3_2.ING if L2_2 == L3_2 then L3_2 = A0_2 L2_2 = A0_2.WalkTo L4_2 = A0_2.targetPos L2_2(L3_2, L4_2) end end L1_1.StartFollowWalkTo = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.BeFollowState L3_2 = BeFollowState L3_2 = L3_2.ING if L2_2 == L3_2 then L3_2 = A0_2 L2_2 = A0_2.WalkToRoute L4_2 = A0_2.routePoints L2_2(L3_2, L4_2) end end L1_1.StartFollowWalkToRoute = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.BeFollowState L3_2 = BeFollowState L3_2 = L3_2.ING if L2_2 == L3_2 then L3_2 = A0_2 L2_2 = A0_2.WalkToRouteByData L4_2 = A0_2.routeConfig L2_2(L3_2, L4_2) end end L1_1.StartFollowWalkToRouteByData = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2 L3_2 = A0_2.targetPos if L3_2 == nil then L4_2 = A1_2 L3_2 = A1_2.FinishTask L3_2(L4_2) end end L1_1.CheckArrived = L3_1 L1_1.PauseLen = 10 L1_1.ResumeLen = 10 L1_1.BeFollowFailedLen = 20 L3_1 = BeFollowState L3_1 = L3_1.ING L1_1.BeFollowState = L3_1 L1_1.BeFollowFailed = nil L1_1.OnTransFinishCallback = nil L1_1.OnTransPreCallback = nil L1_1.TransOffset = 1 L1_1.IsBeLocked = false L1_1.BeLockTransLen = 30 L1_1.OnFinishCB = nil L1_1.OnMovePauseCB = nil L1_1.OnMoveResumeCB = nil L1_1.OnMoveFailedCB = nil function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "FinishFollow" L4_2 = A0_2.OnFinishCB L5_2 = A0_2.PauseLen L6_2 = A0_2.ResumeLen L7_2 = A0_2.BeFollowState L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = BeFollowState L2_2 = L2_2.SUCCESS A0_2.BeFollowState = L2_2 L2_2 = A0_2.OnFinishCB if L2_2 ~= nil then L3_2 = A0_2 L2_2 = A0_2.OnFinishCB L4_2 = A1_2 L2_2(L3_2, L4_2) end end L1_1.FinishFollow = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.targetPos if L3_2 == nil then L4_2 = A1_2 L3_2 = A1_2.FinishTask L3_2(L4_2) end L4_2 = A0_2 L3_2 = A0_2.GetDistFromAvatarToSelf L3_2 = L3_2(L4_2) L4_2 = A0_2.BeFollowFailedLen if 0 <= L4_2 then L4_2 = A0_2.BeFollowFailedLen if L3_2 > L4_2 then L4_2 = print L5_2 = "Failed" L4_2(L5_2) L4_2 = BeFollowState L4_2 = L4_2.FAILED A0_2.BeFollowState = L4_2 L5_2 = A1_2 L4_2 = A1_2.FinishTask L4_2(L5_2) end else L4_2 = A0_2.PauseLen if L3_2 > L4_2 then L4_2 = A0_2.BeFollowState L5_2 = BeFollowState L5_2 = L5_2.WAITING if L4_2 ~= L5_2 then L4_2 = BeFollowState L4_2 = L4_2.WAITING A0_2.BeFollowState = L4_2 L5_2 = A0_2 L4_2 = A0_2.Standby L4_2(L5_2) end else L4_2 = A0_2.ResumeLen if L3_2 <= L4_2 then L4_2 = A0_2.BeFollowState L5_2 = BeFollowState L5_2 = L5_2.WAITING if L4_2 == L5_2 then L4_2 = BeFollowState L4_2 = L4_2.ING A0_2.BeFollowState = L4_2 L5_2 = A0_2 L4_2 = A0_2.RunTo L6_2 = A0_2.targetPos L4_2(L5_2, L6_2) end end end end end L1_1.CheckBeFollow = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = BeFollowState L2_2 = L2_2.FAILED A0_2.BeFollowState = L2_2 L3_2 = A1_2 L2_2 = A1_2.FinishTask L2_2(L3_2) end L1_1.DisappearFollow = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.targetPos if L3_2 == nil then L4_2 = A1_2 L3_2 = A1_2.FinishTask L3_2(L4_2) end L4_2 = A0_2 L3_2 = A0_2.GetDistFromAvatarToSelf L3_2 = L3_2(L4_2) L4_2 = A0_2.BeFollowFailedLen if 0 <= L4_2 then L4_2 = A0_2.BeFollowFailedLen if L3_2 > L4_2 then L4_2 = print L5_2 = "Failed" L4_2(L5_2) L4_2 = BeFollowState L4_2 = L4_2.FAILED A0_2.BeFollowState = L4_2 L4_2 = A0_2.OnFinishCB if L4_2 ~= nil then L5_2 = A0_2 L4_2 = A0_2.OnFinishCB L6_2 = A1_2 L4_2(L5_2, L6_2) end L4_2 = A0_2.OnMoveFailedCB if L4_2 ~= nil then L5_2 = A0_2 L4_2 = A0_2.OnMoveFailedCB L4_2(L5_2) end end else L4_2 = A0_2.PauseLen if L3_2 > L4_2 then L4_2 = A0_2.BeFollowState L5_2 = BeFollowState L5_2 = L5_2.WAITING if L4_2 ~= L5_2 then L4_2 = BeFollowState L4_2 = L4_2.WAITING A0_2.BeFollowState = L4_2 L4_2 = A0_2.OnMovePauseCB if L4_2 == nil then L5_2 = A0_2 L4_2 = A0_2.Standby L4_2(L5_2) else L5_2 = A0_2 L4_2 = A0_2.OnMovePauseCB L4_2(L5_2) end end else L4_2 = A0_2.ResumeLen if L3_2 <= L4_2 then L4_2 = A0_2.BeFollowState L5_2 = BeFollowState L5_2 = L5_2.WAITING if L4_2 == L5_2 then L4_2 = A0_2.ForcePauseFollowRoute if L4_2 ~= true then L4_2 = BeFollowState L4_2 = L4_2.ING A0_2.BeFollowState = L4_2 L4_2 = A0_2.OnMoveResumeCB if L4_2 == nil then L5_2 = A0_2 L4_2 = A0_2.ResumeMove L4_2(L5_2) else L5_2 = A0_2 L4_2 = A0_2.OnMoveResumeCB L4_2(L5_2) end end end end end end end L1_1.CheckBeFollowRoute = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = BeFollowState L2_2 = L2_2.FAILED A0_2.BeFollowState = L2_2 L2_2 = A0_2.OnFinishCB if L2_2 ~= nil then L3_2 = A0_2 L2_2 = A0_2.OnFinishCB L4_2 = A1_2 L2_2(L3_2, L4_2) end L2_2 = A0_2.OnMoveFailedCB if L2_2 ~= nil then L3_2 = A0_2 L2_2 = A0_2.OnMoveFailedCB L2_2(L3_2) end end L1_1.DisappearFollowRoute = L3_1 function L3_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 L4_2 = A0_2 L3_2 = A0_2.GetPos L3_2 = L3_2(L4_2) L4_2 = actorUtils L4_2 = L4_2.GetAvatarPos L4_2 = L4_2() L5_2 = M L5_2 = L5_2.Dist L6_2 = L3_2 L7_2 = L4_2 L5_2 = L5_2(L6_2, L7_2) L6_2 = A0_2.BeLockTransLen if 0 <= L6_2 then L6_2 = A0_2.BeLockTransLen if L5_2 > L6_2 then L6_2 = A0_2.IsBeLocked if L6_2 == false then A0_2.IsBeLocked = true L7_2 = A0_2 L6_2 = A0_2.Standby L6_2(L7_2) L6_2 = M L6_2 = L6_2.Dir2Euler L7_2 = L3_2 - L4_2 L6_2 = L6_2(L7_2) L7_2 = nil L8_2 = type L9_2 = A0_2.TransOffset L8_2 = L8_2(L9_2) if L8_2 == "number" then L8_2 = A0_2.TransOffset L10_2 = A0_2 L9_2 = A0_2.GetForward L9_2 = L9_2(L10_2) L8_2 = L8_2 * L9_2 L7_2 = L3_2 - L8_2 else L7_2 = A0_2.TransOffset end L9_2 = A0_2 L8_2 = A0_2.SyncPos L10_2 = 0 L8_2(L9_2, L10_2) L9_2 = A0_2 L8_2 = A0_2.TransmitPlayer L10_2 = 0 L11_2 = L7_2 L12_2 = L6_2 function L13_2(A0_3) local L1_3, L2_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.OnTransFinishCallback L1_3(L2_3) end function L14_2(A0_3) local L1_3, L2_3 L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.OnTransPreCallback L1_3(L2_3) end L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) if L8_2 == false then A0_2.IsBeLocked = false end end end else L6_2 = A0_2.BeLockTransLen if L5_2 <= L6_2 then L6_2 = A0_2.IsBeLocked if L6_2 == true then A0_2.IsBeLocked = false end end end end L1_1.CheckBeLock = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2 L8_2 = A0_2 L7_2 = A0_2.ClearFollowTask L7_2(L8_2) A0_2.targetPos = A1_2 L8_2 = A0_2 L7_2 = A0_2.CreateTask L9_2 = TaskID L9_2 = L9_2.MOVE_TASK_ID L10_2 = LuaTaskType L10_2 = L10_2.MOVE L11_2 = "Move" L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.StartEvent L10_2 = "+" L11_2 = A0_2.StartWalkTo L8_2(L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.TickEvent L10_2 = "+" L11_2 = A0_2.CheckArrived L8_2(L9_2, L10_2, L11_2) if A2_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.FinishEvent L10_2 = "+" L11_2 = A2_2 L8_2(L9_2, L10_2, L11_2) end if A3_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.PauseEvent L10_2 = "+" L11_2 = A3_2 L8_2(L9_2, L10_2, L11_2) end if A4_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.ResumeEvent L10_2 = "+" L11_2 = A4_2 L8_2(L9_2, L10_2, L11_2) end if A5_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DisappearEvent L10_2 = "+" L11_2 = A5_2 L8_2(L9_2, L10_2, L11_2) end if A6_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DestroyEvent L10_2 = "+" L11_2 = A6_2 L8_2(L9_2, L10_2, L11_2) end end L1_1.WalkToTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2 L7_2 = print L8_2 = "Walk to route task" L7_2(L8_2) L8_2 = A0_2 L7_2 = A0_2.ClearFollowTask L7_2(L8_2) L7_2 = #A1_2 L7_2 = A1_2[L7_2] A0_2.targetPos = L7_2 A0_2.routePoints = A1_2 L8_2 = A0_2 L7_2 = A0_2.CreateTask L9_2 = TaskID L9_2 = L9_2.MOVE_TASK_ID L10_2 = LuaTaskType L10_2 = L10_2.MOVE L11_2 = "Move" L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.StartEvent L10_2 = "+" L11_2 = A0_2.StartWalkToRoute L8_2(L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.TickEvent L10_2 = "+" L11_2 = A0_2.CheckArrived L8_2(L9_2, L10_2, L11_2) if A2_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.FinishEvent L10_2 = "+" L11_2 = A2_2 L8_2(L9_2, L10_2, L11_2) end if A3_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.PauseEvent L10_2 = "+" L11_2 = A3_2 L8_2(L9_2, L10_2, L11_2) end if A4_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.ResumeEvent L10_2 = "+" L11_2 = A4_2 L8_2(L9_2, L10_2, L11_2) end if A5_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DisappearEvent L10_2 = "+" L11_2 = A5_2 L8_2(L9_2, L10_2, L11_2) end if A6_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DestroyEvent L10_2 = "+" L11_2 = A6_2 L8_2(L9_2, L10_2, L11_2) end end L1_1.WalkToRouteTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2 L5_2 = print L6_2 = "Walk to route by data task" L5_2(L6_2) L6_2 = A0_2 L5_2 = A0_2.ClearFollowTask L5_2(L6_2) L5_2 = A1_2.points L6_2 = A1_2.points L6_2 = #L6_2 L5_2 = L5_2[L6_2] A0_2.targetPos = L5_2 A0_2.routeConfig = A1_2 L6_2 = A0_2 L5_2 = A0_2.CreateTask L7_2 = TaskID L7_2 = L7_2.MOVE_TASK_ID L8_2 = LuaTaskType L8_2 = L8_2.MOVE L9_2 = "Move" L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2) L7_2 = L5_2 L6_2 = L5_2.StartEvent L8_2 = "+" L9_2 = A0_2.StartWalkToRouteByData L6_2(L7_2, L8_2, L9_2) L7_2 = L5_2 L6_2 = L5_2.TickEvent L8_2 = "+" L9_2 = A0_2.CheckArrived L6_2(L7_2, L8_2, L9_2) if A2_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.FinishEvent L8_2 = "+" L9_2 = A2_2 L6_2(L7_2, L8_2, L9_2) end if A3_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.PauseEvent L8_2 = "+" L9_2 = A3_2 L6_2(L7_2, L8_2, L9_2) end if A4_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.ResumeEvent L8_2 = "+" L9_2 = A4_2 L6_2(L7_2, L8_2, L9_2) end end L1_1.WalkToRouteByDataTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2 L8_2 = A0_2 L7_2 = A0_2.ClearFollowTask L7_2(L8_2) A0_2.targetPos = A1_2 L8_2 = A0_2 L7_2 = A0_2.CreateTask L9_2 = TaskID L9_2 = L9_2.MOVE_TASK_ID L10_2 = LuaTaskType L10_2 = L10_2.MOVE L11_2 = "Move" L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.StartEvent L10_2 = "+" L11_2 = A0_2.StartRunTo L8_2(L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.TickEvent L10_2 = "+" L11_2 = A0_2.CheckArrived L8_2(L9_2, L10_2, L11_2) if A2_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.FinishEvent L10_2 = "+" L11_2 = A2_2 L8_2(L9_2, L10_2, L11_2) end if A3_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.PauseEvent L10_2 = "+" L11_2 = A3_2 L8_2(L9_2, L10_2, L11_2) end if A4_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.ResumeEvent L10_2 = "+" L11_2 = A4_2 L8_2(L9_2, L10_2, L11_2) end if A5_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DisappearEvent L10_2 = "+" L11_2 = A5_2 L8_2(L9_2, L10_2, L11_2) end if A6_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DestroyEvent L10_2 = "+" L11_2 = A6_2 L8_2(L9_2, L10_2, L11_2) end end L1_1.RunToTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2 L7_2 = print L8_2 = "Run to route task" L7_2(L8_2) L8_2 = A0_2 L7_2 = A0_2.ClearFollowTask L7_2(L8_2) L7_2 = #A1_2 L7_2 = A1_2[L7_2] A0_2.targetPos = L7_2 A0_2.routePoints = A1_2 L8_2 = A0_2 L7_2 = A0_2.CreateTask L9_2 = TaskID L9_2 = L9_2.MOVE_TASK_ID L10_2 = LuaTaskType L10_2 = L10_2.MOVE L11_2 = "Move" L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.StartEvent L10_2 = "+" L11_2 = A0_2.StartRunToRoute L8_2(L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.TickEvent L10_2 = "+" L11_2 = A0_2.CheckArrived L8_2(L9_2, L10_2, L11_2) if A2_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.FinishEvent L10_2 = "+" L11_2 = A2_2 L8_2(L9_2, L10_2, L11_2) end if A3_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.PauseEvent L10_2 = "+" L11_2 = A3_2 L8_2(L9_2, L10_2, L11_2) end if A4_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.ResumeEvent L10_2 = "+" L11_2 = A4_2 L8_2(L9_2, L10_2, L11_2) end if A5_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DisappearEvent L10_2 = "+" L11_2 = A5_2 L8_2(L9_2, L10_2, L11_2) end if A6_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.DestroyEvent L10_2 = "+" L11_2 = A6_2 L8_2(L9_2, L10_2, L11_2) end end L1_1.RunToRouteTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2 L5_2 = print L6_2 = "Run to route by data task" L5_2(L6_2) L6_2 = A0_2 L5_2 = A0_2.ClearFollowTask L5_2(L6_2) L5_2 = A1_2.points L6_2 = A1_2.points L6_2 = #L6_2 L5_2 = L5_2[L6_2] A0_2.targetPos = L5_2 A0_2.routeConfig = A1_2 L6_2 = A0_2 L5_2 = A0_2.CreateTask L7_2 = TaskID L7_2 = L7_2.MOVE_TASK_ID L8_2 = LuaTaskType L8_2 = L8_2.MOVE L9_2 = "Move" L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2) L7_2 = L5_2 L6_2 = L5_2.StartEvent L8_2 = "+" L9_2 = A0_2.StartRunToRouteByData L6_2(L7_2, L8_2, L9_2) L7_2 = L5_2 L6_2 = L5_2.TickEvent L8_2 = "+" L9_2 = A0_2.CheckArrived L6_2(L7_2, L8_2, L9_2) if A2_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.FinishEvent L8_2 = "+" L9_2 = A2_2 L6_2(L7_2, L8_2, L9_2) end if A3_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.PauseEvent L8_2 = "+" L9_2 = A3_2 L6_2(L7_2, L8_2, L9_2) end if A4_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.ResumeEvent L8_2 = "+" L9_2 = A4_2 L6_2(L7_2, L8_2, L9_2) end end L1_1.RunToRouteByDataTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2 L7_2 = print L8_2 = "Be follow task" L7_2(L8_2) L8_2 = A0_2 L7_2 = A0_2.ClearFollowTask L7_2(L8_2) A0_2.targetPos = A1_2 A0_2.PauseLen = A2_2 A0_2.ResumeLen = A2_2 A0_2.BeFollowFailedLen = A3_2 L7_2 = BeFollowState L7_2 = L7_2.ING A0_2.BeFollowState = L7_2 A0_2.OnFinishCB = A4_2 L8_2 = A0_2 L7_2 = A0_2.CreateTask L9_2 = TaskID L9_2 = L9_2.MOVE_TASK_ID L10_2 = LuaTaskType L10_2 = L10_2.MOVE L11_2 = "Move" L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.StartEvent L10_2 = "+" L11_2 = A0_2.StartFollowRunTo L8_2(L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.TickEvent L10_2 = "+" L11_2 = A0_2.CheckBeFollow L8_2(L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.FinishEvent L10_2 = "+" L11_2 = A0_2.FinishFollow L8_2(L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.DisappearEvent L10_2 = "+" L11_2 = A0_2.DisappearFollow L8_2(L9_2, L10_2, L11_2) if A5_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.PauseEvent L10_2 = "+" L11_2 = A5_2 L8_2(L9_2, L10_2, L11_2) end if A6_2 ~= nil then L9_2 = L7_2 L8_2 = L7_2.ResumeEvent L10_2 = "+" L11_2 = A6_2 L8_2(L9_2, L10_2, L11_2) end end L1_1.BeFollowTask = L3_1 function L3_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, L12_2 L6_2 = A0_2 L5_2 = A0_2.BeFollowTask L7_2 = A1_2.pos L8_2 = A1_2.beFollowLen L9_2 = A1_2.beFollowFailed L10_2 = A2_2 L11_2 = A3_2 L12_2 = A4_2 L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) end L1_1.BeFollowTaskByData = L3_1 function L3_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 L11_2 = A0_2 L10_2 = A0_2.BeFollowTaskByRoutePointsWithDiffLen L12_2 = A1_2 L13_2 = A2_2 L14_2 = A2_2 L15_2 = A3_2 L16_2 = A4_2 L17_2 = A5_2 L18_2 = A6_2 L19_2 = A7_2 L20_2 = A8_2 L21_2 = A9_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) end L1_1.BeFollowTaskByRoutePoints = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.BeFollowState L2_2 = BeFollowState L2_2 = L2_2.ING if L1_2 == L2_2 then L2_2 = A0_2 L1_2 = A0_2.ResumeMove L1_2(L2_2) end end L1_1.FollowTaskDefaultResume = L3_1 function L3_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 = print L14_2 = "Be follow task" L13_2(L14_2) L14_2 = A0_2 L13_2 = A0_2.ClearFollowTask L13_2(L14_2) L13_2 = #A1_2 L13_2 = A1_2[L13_2] A0_2.targetPos = L13_2 A0_2.routePoints = A1_2 A0_2.PauseLen = A2_2 A0_2.ResumeLen = A3_2 A0_2.BeFollowFailedLen = A4_2 L13_2 = BeFollowState L13_2 = L13_2.ING A0_2.BeFollowState = L13_2 A0_2.OnFinishCB = A5_2 A0_2.OnMovePauseCB = A8_2 A0_2.OnMoveResumeCB = A9_2 A0_2.OnMoveFailedCB = A10_2 A0_2.ForcePauseFollowRoute = nil L14_2 = A0_2 L13_2 = A0_2.CreateTask L15_2 = TaskID L15_2 = L15_2.MOVE_TASK_ID L16_2 = LuaTaskType L16_2 = L16_2.MOVE L17_2 = "Move" L13_2 = L13_2(L14_2, L15_2, L16_2, L17_2) L15_2 = L13_2 L14_2 = L13_2.StartEvent L16_2 = "+" if A11_2 == true then L17_2 = A0_2.StartFollowWalkToRoute if L17_2 then goto lbl_36 end end L17_2 = A0_2.StartFollowRunToRoute ::lbl_36:: L14_2(L15_2, L16_2, L17_2) L15_2 = L13_2 L14_2 = L13_2.TickEvent L16_2 = "+" L17_2 = A0_2.CheckBeFollowRoute L14_2(L15_2, L16_2, L17_2) L15_2 = L13_2 L14_2 = L13_2.FinishEvent L16_2 = "+" L17_2 = A0_2.FinishFollow L14_2(L15_2, L16_2, L17_2) L15_2 = L13_2 L14_2 = L13_2.DisappearEvent L16_2 = "+" L17_2 = A0_2.DisappearFollowRoute L14_2(L15_2, L16_2, L17_2) if A6_2 ~= nil then L15_2 = L13_2 L14_2 = L13_2.PauseEvent L16_2 = "+" L17_2 = A6_2 L14_2(L15_2, L16_2, L17_2) end if A7_2 ~= nil then L15_2 = L13_2 L14_2 = L13_2.ResumeEvent L16_2 = "+" L17_2 = A7_2 L14_2(L15_2, L16_2, L17_2) else L15_2 = L13_2 L14_2 = L13_2.ResumeEvent L16_2 = "+" L17_2 = A0_2.FollowTaskDefaultResume L14_2(L15_2, L16_2, L17_2) end if A12_2 ~= nil then L15_2 = L13_2 L14_2 = L13_2.DestroyEvent L16_2 = "+" L17_2 = A12_2 L14_2(L15_2, L16_2, L17_2) end end L1_1.BeFollowTaskByRoutePointsWithDiffLen = L3_1 function L3_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 L11_2 = A0_2 L10_2 = A0_2.BeFollowTaskByRouteConfigWithDiffLen L12_2 = A1_2 L13_2 = A2_2 L14_2 = A2_2 L15_2 = A3_2 L16_2 = A4_2 L17_2 = A5_2 L18_2 = A6_2 L19_2 = A7_2 L20_2 = A8_2 L21_2 = A9_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) end L1_1.BeFollowTaskByRouteConfig = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2) local L11_2, L12_2, L13_2, L14_2, L15_2 L11_2 = print L12_2 = "Be follow task" L11_2(L12_2) L12_2 = A0_2 L11_2 = A0_2.ClearFollowTask L11_2(L12_2) L11_2 = A1_2.points L12_2 = A1_2.points L12_2 = #L12_2 L11_2 = L11_2[L12_2] A0_2.targetPos = L11_2 L11_2 = points A0_2.routeConfig = L11_2 A0_2.PauseLen = A2_2 A0_2.ResumeLen = A3_2 A0_2.BeFollowFailedLen = A4_2 L11_2 = BeFollowState L11_2 = L11_2.ING A0_2.BeFollowState = L11_2 A0_2.OnFinishCB = A5_2 A0_2.OnMovePauseCB = A8_2 A0_2.OnMoveResumeCB = A9_2 A0_2.OnMoveFailedCB = A10_2 A0_2.ForcePauseFollowRoute = nil L12_2 = A0_2 L11_2 = A0_2.CreateTask L13_2 = TaskID L13_2 = L13_2.MOVE_TASK_ID L14_2 = LuaTaskType L14_2 = L14_2.MOVE L15_2 = "Move" L11_2 = L11_2(L12_2, L13_2, L14_2, L15_2) L13_2 = L11_2 L12_2 = L11_2.StartEvent L14_2 = "+" L15_2 = A0_2.StartFollowRunToRouteByData L12_2(L13_2, L14_2, L15_2) L13_2 = L11_2 L12_2 = L11_2.TickEvent L14_2 = "+" L15_2 = A0_2.CheckBeFollowRoute L12_2(L13_2, L14_2, L15_2) L13_2 = L11_2 L12_2 = L11_2.FinishEvent L14_2 = "+" L15_2 = A0_2.FinishFollow L12_2(L13_2, L14_2, L15_2) L13_2 = L11_2 L12_2 = L11_2.DisappearEvent L14_2 = "+" L15_2 = A0_2.DisappearFollowRoute L12_2(L13_2, L14_2, L15_2) if A6_2 ~= nil then L13_2 = L11_2 L12_2 = L11_2.PauseEvent L14_2 = "+" L15_2 = A6_2 L12_2(L13_2, L14_2, L15_2) end if A7_2 ~= nil then L13_2 = L11_2 L12_2 = L11_2.ResumeEvent L14_2 = "+" L15_2 = A7_2 L12_2(L13_2, L14_2, L15_2) end end L1_1.BeFollowTaskByRouteConfigWithDiffLen = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.ClearTask L3_2 = TaskID L3_2 = L3_2.LOCK_TASK_ID L1_2(L2_2, L3_2) end L1_1.ClearBeLockTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2 L5_2 = print L6_2 = "Be lock task " L5_2(L6_2) L6_2 = A0_2 L5_2 = A0_2.ClearBeLockTask L5_2(L6_2) A0_2.IsBeLocked = false A0_2.BeLockTransLen = A1_2 A0_2.TransOffset = A2_2 A0_2.OnTransFinishCallback = A3_2 A0_2.OnTransPreCallback = A4_2 L6_2 = A0_2 L5_2 = A0_2.CreateTask L7_2 = TaskID L7_2 = L7_2.LOCK_TASK_ID L8_2 = LuaTaskType L8_2 = L8_2.NORMAL L9_2 = "Lock" L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2) L7_2 = L5_2 L6_2 = L5_2.TickEvent L8_2 = "+" L9_2 = A0_2.CheckBeLock L6_2(L7_2, L8_2, L9_2) end L1_1.BeLockTask = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2 L4_2 = A0_2 L3_2 = A0_2.BeLockTask L5_2 = A1_2.beLockTransLen L6_2 = A1_2.transOffset L7_2 = A2_2 L3_2(L4_2, L5_2, L6_2, L7_2) end L1_1.BeLockTaskByData = L3_1 L1_1.freeStyleType = -1 L1_1.freeStyleForceInterrupt = false function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DoFreeStyle L4_2 = A0_2.freeStyleType L5_2 = A0_2.freeStyleForceInterrupt L2_2(L3_2, L4_2, L5_2) end L1_1.StartFreeStyle = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2 L3_2 = A1_2 L2_2 = A1_2.FinishTask L2_2(L3_2) end L1_1.ResumeFreeStyle = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 if not A2_2 then L5_2 = A0_2 L4_2 = A0_2.DoingFreeStyle L4_2 = L4_2(L5_2) if L4_2 then return end end L5_2 = A0_2 L4_2 = A0_2.ClearFollowTask L4_2(L5_2) A0_2.freeStyleType = A1_2 A0_2.freeStyleForceInterrupt = true L5_2 = A0_2 L4_2 = A0_2.CreateTask L6_2 = TaskID L6_2 = L6_2.MOVE_TASK_ID L7_2 = LuaTaskType L7_2 = L7_2.FREE_STYLE L8_2 = "Idle" L4_2 = L4_2(L5_2, L6_2, L7_2, L8_2) L6_2 = L4_2 L5_2 = L4_2.SetFreeStyleType L7_2 = A1_2 L5_2(L6_2, L7_2) L6_2 = L4_2 L5_2 = L4_2.StartEvent L7_2 = "+" L8_2 = A0_2.StartFreeStyle L5_2(L6_2, L7_2, L8_2) L6_2 = L4_2 L5_2 = L4_2.ResumeEvent L7_2 = "+" L8_2 = A0_2.ResumeFreeStyle L5_2(L6_2, L7_2, L8_2) if A3_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.FinishEvent L7_2 = "+" L8_2 = A3_2 L5_2(L6_2, L7_2, L8_2) end end L1_1.DoFreeStyleTask = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SwitchAirMode L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.SwitchAirMode = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.ClearActor L1_2(L2_2) A0_2.targetPos = nil A0_2.routePoints = nil A0_2.routeConfig = nil A0_2.ResumeLen = 10 A0_2.PauseLen = 10 A0_2.BeFollowFailedLen = 20 L1_2 = BeFollowState L1_2 = L1_2.ING A0_2.BeFollowState = L1_2 A0_2.BeFollowFailed = nil A0_2.IsBeLocked = false end L1_1.ClearActor = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SpawnAttach L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.SpawnAttach = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.UnspawnAttach L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.UnSpawnAttach = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 if true ~= A4_2 then A4_2 = false end L5_2 = A0_2.uActor L6_2 = L5_2 L5_2 = L5_2.PerformDither L7_2 = A1_2 L8_2 = A2_2 L9_2 = A3_2 L10_2 = A4_2 L5_2(L6_2, L7_2, L8_2, L9_2, L10_2) end L1_1.PerformDither = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SetVisible L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.SetVisible = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L4_2 = A0_2 L3_2 = A0_2.OnDestroy L3_2(L4_2) L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.DestroyWithDither L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.DestroyWithDither = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.Disappear L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.Disappear = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.DestroyWithDisappear L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.DestroyWithDisappear = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SetActive L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.SetActive = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.ClearTask L3_2 = TaskID L3_2 = L3_2.THREAD_TASK_ID L1_2(L2_2, L3_2) end L1_1.ClearThreatTask = L3_1 function L3_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 L6_2 = A0_2 L5_2 = A0_2.ThreatTask L7_2 = A1_2 L8_2 = A2_2 L9_2 = A3_2 L10_2 = A4_2 L11_2 = "isBackGround" L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.ThreatTaskInBackGround = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2) local L6_2, L7_2, L8_2, L9_2, L10_2 L7_2 = A0_2 L6_2 = A0_2.ClearThreatTask L6_2(L7_2) L7_2 = A0_2 L6_2 = A0_2.CreateTask L8_2 = TaskID L8_2 = L8_2.THREAD_TASK_ID L9_2 = LuaTaskType L9_2 = L9_2.THREAT L10_2 = A5_2 L6_2 = L6_2(L7_2, L8_2, L9_2, L10_2) if A1_2 ~= nil then L8_2 = L6_2 L7_2 = L6_2.ThreatAlert L9_2 = "+" L10_2 = A1_2 L7_2(L8_2, L9_2, L10_2) end if A2_2 ~= nil then L8_2 = L6_2 L7_2 = L6_2.ThreatAware L9_2 = "+" L10_2 = A2_2 L7_2(L8_2, L9_2, L10_2) end if A3_2 ~= nil then L8_2 = L6_2 L7_2 = L6_2.ThreatUnaware L9_2 = "+" L10_2 = A3_2 L7_2(L8_2, L9_2, L10_2) end if A4_2 ~= nil then L8_2 = L6_2 L7_2 = L6_2.ThreatInfo L9_2 = "+" L10_2 = A4_2 L7_2(L8_2, L9_2, L10_2) end end L1_1.ThreatTask = L3_1 function L3_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 L6_2 = A0_2 L5_2 = A0_2.CreateTask L7_2 = TaskID L7_2 = L7_2.MOVE_TASK_ID L8_2 = LuaTaskType L8_2 = L8_2.STEER L5_2 = L5_2(L6_2, L7_2, L8_2) L7_2 = L5_2 L6_2 = L5_2.StartSteer L8_2 = A1_2 L9_2 = A2_2 L10_2 = A3_2 L11_2 = A4_2 L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) L7_2 = L5_2 L6_2 = L5_2.FinishEvent L8_2 = "+" L9_2 = A0_2.DoFreeStateTrigger L6_2(L7_2, L8_2, L9_2) end L1_1.SteerToTask = L3_1 function L3_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 L6_2 = A0_2 L5_2 = A0_2.CreateTask L7_2 = TaskID L7_2 = L7_2.STEER_TO_AUTONOMY_ID L8_2 = LuaTaskType L8_2 = L8_2.STEER L5_2 = L5_2(L6_2, L7_2, L8_2) L7_2 = L5_2 L6_2 = L5_2.StartSteer L8_2 = A1_2 L9_2 = A2_2 L10_2 = A3_2 L11_2 = A4_2 L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) L7_2 = L5_2 L6_2 = L5_2.FinishEvent L8_2 = "+" L9_2 = A0_2.DoFreeStateTrigger L6_2(L7_2, L8_2, L9_2) end L1_1.SteerToAutonomyTask = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.ClearTask L3_2 = TaskID L3_2 = L3_2.STEER_TO_AUTONOMY_ID L1_2(L2_2, L3_2) end L1_1.ClearSteerToAutonomyTask = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.ClearTask L3_2 = TaskID L3_2 = L3_2.NPC_FOLLOW_PLAYER_ID L1_2(L2_2, L3_2) end L1_1.ClearNpcFollowTask = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2 L8_2 = A0_2 L7_2 = A0_2.ClearNpcFollowTask L7_2(L8_2) L8_2 = A0_2 L7_2 = A0_2.CreateTask L9_2 = TaskID L9_2 = L9_2.NPC_FOLLOW_PLAYER_ID L10_2 = LuaTaskType L10_2 = L10_2.NPC_FOLLOW_PLAYER L11_2 = A5_2 L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2) L9_2 = L7_2 L8_2 = L7_2.StartNpcFollowAvatar L10_2 = A1_2 L11_2 = A2_2 L12_2 = A3_2 L13_2 = A4_2 L14_2 = A6_2 L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) return L7_2 end L1_1.NpcFollowTask = L3_1 function L3_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, A13_2, A14_2) local L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2 L16_2 = A0_2 L15_2 = A0_2.ClearNpcFollowTask L15_2(L16_2) L16_2 = A0_2 L15_2 = A0_2.CreateTask L17_2 = TaskID L17_2 = L17_2.NPC_FOLLOW_PLAYER_ID L18_2 = LuaTaskType L18_2 = L18_2.NPC_FOLLOW_PLAYER L19_2 = A5_2 L15_2 = L15_2(L16_2, L17_2, L18_2, L19_2) L17_2 = L15_2 L16_2 = L15_2.SetParams L18_2 = A7_2 L19_2 = A8_2 L20_2 = A9_2 L21_2 = A10_2 L22_2 = A11_2 L23_2 = A12_2 L24_2 = A6_2 L25_2 = A13_2 L26_2 = A14_2 L16_2(L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2) L17_2 = L15_2 L16_2 = L15_2.StartNpcFollowAvatar L18_2 = A1_2 L19_2 = A2_2 L20_2 = A3_2 L21_2 = A4_2 L22_2 = A6_2 L16_2(L17_2, L18_2, L19_2, L20_2, L21_2, L22_2) return L15_2 end L1_1.NpcFollowTaskWithParams = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.SetLocalEntityDist L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.SetLocalEntityDist = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.OnScriptEventTrigger L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.OnScriptEventTrigger = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L5_2 = A0_2 L4_2 = A0_2.ClearTask L6_2 = TaskID L6_2 = L6_2.FORCE_WALK_ID L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.CreateTask L6_2 = TaskID L6_2 = L6_2.FORCE_WALK_ID L7_2 = LuaTaskType L7_2 = L7_2.FORCE_WALK L4_2 = L4_2(L5_2, L6_2, L7_2) L6_2 = L4_2 L5_2 = L4_2.InitParams L7_2 = A1_2 L8_2 = A2_2 L5_2(L6_2, L7_2, L8_2) if A3_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.DestroyEvent L7_2 = "+" L8_2 = A3_2 L5_2(L6_2, L7_2, L8_2) end end L1_1.ForceAvatarWalkByDist = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L2_2 = A0_2 L1_2 = A0_2.ClearTask L3_2 = TaskID L3_2 = L3_2.FORCE_WALK_ID L1_2(L2_2, L3_2) end L1_1.ResetForceAvatarWalk = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 if A2_2 == nil then A2_2 = false end L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.PlayEmoSyncFromLua L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.PlayEmoSyncFromLua = L3_1 function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2) local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2 if A6_2 == nil then A6_2 = false end L7_2 = A0_2.uActor L8_2 = L7_2 L7_2 = L7_2.PlayEmoSync L9_2 = A1_2 L10_2 = A2_2 L11_2 = A3_2 L12_2 = A4_2 L13_2 = A5_2 L14_2 = A6_2 L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) end L1_1.PlayEmoSync = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.ForceFinishEmoSync L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.ForceFinishEmoSync = L3_1 function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.CancelDefaultEmo L1_2(L2_2) end L1_1.CancelDefaultEmo = L3_1 return L1_1