local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_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 = "GlobalActorProxy" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = ActorType L2_1 = L2_1.GLOBAL_ACTOR L1_1.actorType = L2_1 L2_1 = nil L3_1 = nil L4_1 = nil function L5_1(A0_2) local L1_2 L2_1 = A0_2 L1_2 = A0_2.__super L3_1 = L1_2 end L1_1.OnPreInit = L5_1 function L5_1(A0_2) local L1_2 L1_2 = A0_2.uActor L4_1 = L1_2 end L1_1.OnPostInit = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L3_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) L4_1 = L2_2 L2_2 = L4_1 A0_2.uActor = L2_2 L3_2 = A0_2 L2_2 = A0_2.Register L2_2(L3_2) end L1_1.OnInit = L5_1 L1_1.isDay = false L1_1.isNight = false L1_1.currWeather = 0 function L5_1() local L0_2, L1_2 L0_2 = print L1_2 = "enter day" L0_2(L1_2) L2_1.isDay = true L2_1.isNight = false end function L6_1() local L0_2, L1_2 L0_2 = print L1_2 = "enter night" L0_2(L1_2) L2_1.isDay = false L2_1.isNight = true end function L7_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = print L2_2 = "enter weather " L3_2 = A0_2 L2_2 = L2_2 .. L3_2 L1_2(L2_2) L2_1.currWeather = A0_2 end function L8_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.GLOBAL_ACTOR L5_2 = A1_2 L6_2 = A0_2.metaPath L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = actorUtils L3_2 = L3_2.CreateGlobalActor L4_2 = L2_2 L3_2 = L3_2(L4_2) L2_2 = L3_2 return L2_2 end L1_1.CreateUActor = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = L2_1 L2_2 = L1_2 L1_2 = L1_2.RegisterDayCallback L3_2 = L5_1 L1_2(L2_2, L3_2) L1_2 = L2_1 L2_2 = L1_2 L1_2 = L1_2.RegisterNightCallback L3_2 = L6_1 L1_2(L2_2, L3_2) L1_2 = L2_1 L2_2 = L1_2 L1_2 = L1_2.RegisterWeatherCallback L3_2 = L7_1 L1_2(L2_2, L3_2) end L1_1.Register = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L2_1 L3_2 = L2_2 L2_2 = L2_2.UnregisterDayCallback L4_2 = L5_1 L2_2(L3_2, L4_2) L2_2 = L2_1 L3_2 = L2_2 L2_2 = L2_2.UnregisterNightCallback L4_2 = L6_1 L2_2(L3_2, L4_2) L2_2 = L2_1 L3_2 = L2_2 L2_2 = L2_2.UnregisterWeatherCallback L4_2 = L7_1 L2_2(L3_2, L4_2) L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.Destroy L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.Destroy = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.RegisterDayCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RegisterDayCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.UnregisterDayCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.UnregisterDayCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.RegisterNightCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RegisterNightCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.UnregisterNightCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.UnregisterNightCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.RegisterHourCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RegisterHourCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.UnregisterHourCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.UnregisterHourCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.RegisterWeatherCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.RegisterWeatherCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.UnregisterWeatherCallback L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.UnregisterWeatherCallback = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.ChangeDefaultWeahter L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.ChangeDefaultWeather = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.ChangeWeather L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.ChangeWeather = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.LeaveWeather L1_2(L2_2) end L1_1.LeaveWeather = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.LeaveAllWeather L1_2(L2_2) end L1_1.LeaveAllWeather = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.GetIsNight L1_2 = L1_2(L2_2) L2_2 = not L1_2 L2_1.isDay = L2_2 L2_1.isNight = L1_2 end L1_1.GetIsNight = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = L4_1 L4_2 = L3_2 L3_2 = L3_2.ChangeDay24Time L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.ChangeDay24Time = L8_1 function L8_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 A2_2 == nil then A2_2 = 0 end if A3_2 == nil then A3_2 = 2 end L5_2 = L4_1 L6_2 = L5_2 L5_2 = L5_2.ChangeDay24TimeClock 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.ChangeDay24TimeClock = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.StartGuide L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.StartGuide = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L4_1 L3_2 = L2_2 L2_2 = L2_2.EndGuide L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.EndGuide = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.StopLocalAvatar L1_2(L2_2) end L1_1.StopLocalAvatar = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 L3_2 = L4_1 L4_2 = L3_2 L3_2 = L3_2.LoadSectorByPos L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.LoadSectorByPos = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = actorUtils L2_2 = L2_2.SetAvatarPos L3_2 = A1_2 L2_2(L3_2) end L1_1.SetAvatarPos = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = actorUtils L2_2 = L2_2.SetAvatarEuler L3_2 = A1_2 L2_2(L3_2) end L1_1.SetAvatarEuler = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.ChangeToHero L1_2(L2_2) end L1_1.ChangeToHero = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.IsHeroMale return L1_2(L2_2) end L1_1.IsHeroMale = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2 L4_2 = A0_2 L3_2 = A0_2.IsHeroMale L3_2 = L3_2(L4_2) if L3_2 then L3_2 = actorUtils L3_2 = L3_2.SetHeroMoveRatio L4_2 = A1_2 L3_2(L4_2) else L3_2 = actorUtils L3_2 = L3_2.SetHeroMoveRatio L4_2 = A2_2 L3_2(L4_2) end end L1_1.SetHeroMoveRatio = L8_1 function L8_1(A0_2) local L1_2 L1_2 = actorUtils L1_2 = L1_2.ResumeHeroMoveRatio L1_2() end L1_1.ResumeHeroMoveRatio = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2 if A1_2 == nil then A1_2 = 0 end if A2_2 == nil then A2_2 = 1 end L3_2 = actorUtils L3_2 = L3_2.SetAvatarMoveRatio L4_2 = A1_2 L5_2 = A2_2 L3_2(L4_2, L5_2) end L1_1.SetAvatarMoveRatio = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 if A1_2 == nil then A1_2 = 0 end L2_2 = actorUtils L2_2 = L2_2.ResumeAvatarMoveRatio L3_2 = A1_2 L2_2(L3_2) end L1_1.ResumeAvatarMoveRatio = L8_1 function L8_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2 L4_2 = actorUtils L4_2 = L4_2.AvatarMoveToRoute L5_2 = A1_2 L6_2 = A2_2 L7_2 = A3_2 L4_2(L5_2, L6_2, L7_2) end L1_1.AvatarMoveToRoute = L8_1 function L8_1(A0_2) local L1_2 L1_2 = actorUtils L1_2 = L1_2.StopAvatarMove L1_2() end L1_1.StopAvatarMove = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 if A2_2 == nil then A2_2 = 0 end L3_2 = L4_1 L4_2 = L3_2 L3_2 = L3_2.SpawnAttach L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.SpawnAttach = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 if A2_2 == nil then A2_2 = 0 end L3_2 = L4_1 L4_2 = L3_2 L3_2 = L3_2.UnSpawnAttach L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.UnSpawnAttach = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 if A2_2 == nil then A2_2 = 0 end L3_2 = L4_1 L4_2 = L3_2 L3_2 = L3_2.SpawnAttachHeroEntity L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.SpawnAttachHeroEntity = L8_1 function L8_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2 if A2_2 == nil then A2_2 = 0 end L3_2 = L4_1 L4_2 = L3_2 L3_2 = L3_2.UnSpawnAttachHeroEntity L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.UnSpawnAttachHeroEntity = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L4_1 L2_2 = L1_2 L1_2 = L1_2.FinishAllNarratorTask L1_2(L2_2) end L1_1.FinishAllNarrator = L8_1 L8_1 = {} L8_1.btnTransId = 0 L8_1.btnTransSceneId = 0 L8_1.btnTransDummyPos = nil L8_1.btnTransDummyEuler = nil L8_1.btnTransRange = 0.0 L8_1.btnTransPriority = 0 L1_1.BtnTransmitData = L8_1 function L8_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 if A5_2 == nil then A5_2 = 0 end L8_2 = sceneData L9_2 = L8_2 L8_2 = L8_2.GetDummyPoint L10_2 = A2_2 L11_2 = A3_2 L8_2 = L8_2(L9_2, L10_2, L11_2) if L8_2 == nil then L9_2 = print L10_2 = "dummy point " L11_2 = L8_2 L12_2 = " invalid" L10_2 = L10_2 .. L11_2 .. L12_2 L9_2(L10_2) return end L9_2 = L8_2.pos L10_2 = L8_2.rot L11_2 = A0_2.BtnTransmitData L11_2.btnTransId = A1_2 L11_2.btnTransSceneId = A2_2 L11_2.btnTransDummyPos = L9_2 L11_2.btnTransDummyEuler = L10_2 L11_2.btnTransRange = A4_2 L11_2.btnTransPriority = A5_2 L12_2 = A6_2 or L12_2 if not A6_2 then L12_2 = 0 end L11_2.btnTransQuestId = L12_2 L12_2 = A7_2 or L12_2 if not A7_2 then L12_2 = 0 end L11_2.btnTransPointId = L12_2 L12_2 = A0_2.uActor L13_2 = L12_2 L12_2 = L12_2.PlayerBackButtonOn L14_2 = L11_2 L12_2(L13_2, L14_2) end L1_1.PlayerBackButtonOn = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2.BtnTransmitData L2_2.btnTransId = A1_2 L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.PlayerBackButtonOff L5_2 = L2_2 L3_2(L4_2, L5_2) end L1_1.PlayerBackButtonOff = L8_1 function L8_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.PlayerEnterDungeon L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.PlayerEnterDungeon = L8_1 function L8_1(A0_2, A1_2, A2_2, A3_2, A4_2) local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 L5_2 = A0_2.uActor L6_2 = L5_2 L5_2 = L5_2.PlayerEnterDungeonPoint 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.PlayerEnterDungeonPoint = L8_1 function L8_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = A0_2.uActor L5_2 = L4_2 L4_2 = L4_2.DungeonFogEffects 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.DungeonFogEffects = L8_1 function L8_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.DisablePaimonInProfilePage L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.DisablePaimonInProfilePage = L8_1 function L8_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.ResumePaimonInProfilePage L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.ResumePaimonInProfilePage = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.uActor L2_2 = L1_2 L1_2 = L1_2.ResumePaimonInProfilePageAll L1_2(L2_2) end L1_1.ResumePaimonInProfilePageAll = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = L2_1 L2_2 = L1_2 L1_2 = L1_2.GetIsNight L1_2(L2_2) end L1_1.Start = L8_1 return L1_1