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/Gadget/GadgetActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Q10201trigger01" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Q10201trigger01" L2_1 = require L3_1 = "Quest/Client/Q10201ClientConfig" L2_1 = L2_1(L3_1) L3_1 = actorMgr L4_1 = L3_1 L3_1 = L3_1.GetActor L5_1 = L2_1.ActorAlias L3_1 = L3_1(L4_1, L5_1) function L4_1(A0_2) local L1_2 end L1_1.OnPostDataPrepare = L4_1 function L4_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L2_2 = A0_2 L1_2 = A0_2.AddComponentTrigger L3_2 = 50 L4_2 = DistType L4_2 = L4_2.EULER L5_2 = M L5_2 = L5_2.Pos L6_2 = 0 L7_2 = 0 L8_2 = 0 L5_2 = L5_2(L6_2, L7_2, L8_2) L6_2 = A0_2.TriggerIn L7_2 = A0_2.TriggerOut L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.OnPostComponentPrepare = L4_1 function L4_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "In Q10201trigger01" L1_2(L2_2) end L1_1.TriggerIn = L4_1 function L4_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = print L2_2 = "Out Q10201trigger01" L1_2(L2_2) L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = L2_1.ActorAlias L1_2 = L1_2(L2_2, L3_2) L3_2 = L1_2 L2_2 = L1_2.GetSubQuestState L4_2 = 1020103 L2_2 = L2_2(L3_2, L4_2) if L2_2 == 2 then L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = true L5_2 = 1020103 L2_2(L3_2, L4_2, L5_2) L3_2 = L1_2 L2_2 = L1_2.ClearNarratorTask L2_2(L3_2) L2_2 = print L3_2 = "let 1020103 fail" L2_2(L3_2) L3_2 = L1_2 L2_2 = L1_2.CallDelay L4_2 = 2 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3 L0_3 = L1_2 L1_3 = L0_3 L0_3 = L0_3.TransmitPlayerWithTextByQuestId L2_3 = 1020103 L3_3 = 1 L4_3 = {} L5_3 = "QUEST_Message_Q1020104" L4_3[1] = L5_3 L0_3(L1_3, L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2, L5_2) end L3_2 = L1_2 L2_2 = L1_2.GetSubQuestState L4_2 = 1020104 L2_2 = L2_2(L3_2, L4_2) if L2_2 == 2 then L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = true L5_2 = 1020104 L2_2(L3_2, L4_2, L5_2) L3_2 = L1_2 L2_2 = L1_2.ClearNarratorTask L2_2(L3_2) L2_2 = print L3_2 = "let 1020104 fail" L2_2(L3_2) L3_2 = L1_2 L2_2 = L1_2.CallDelay L4_2 = 2 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3 L0_3 = L1_2 L1_3 = L0_3 L0_3 = L0_3.TransmitPlayerWithTextByQuestId L2_3 = 1020104 L3_3 = 1 L4_3 = {} L5_3 = "QUEST_Message_Q1020104" L4_3[1] = L5_3 L0_3(L1_3, L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2, L5_2) end L3_2 = L1_2 L2_2 = L1_2.GetSubQuestState L4_2 = 1020114 L2_2 = L2_2(L3_2, L4_2) if L2_2 == 2 then L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = true L5_2 = 1020114 L2_2(L3_2, L4_2, L5_2) L3_2 = L1_2 L2_2 = L1_2.ClearNarratorTask L2_2(L3_2) L2_2 = print L3_2 = "let 1020114 fail" L2_2(L3_2) L3_2 = L1_2 L2_2 = L1_2.CallDelay L4_2 = 2 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3 L0_3 = L1_2 L1_3 = L0_3 L0_3 = L0_3.TransmitPlayerWithTextByQuestId L2_3 = 1020114 L3_3 = 2 L4_3 = {} L5_3 = "QUEST_Message_Q1020104" L4_3[1] = L5_3 L0_3(L1_3, L2_3, L3_3, L4_3) end L2_2(L3_2, L4_2, L5_2) end L3_2 = A0_2 L2_2 = A0_2.DestroySelf L2_2(L3_2) end L1_1.TriggerOut = L4_1 return L1_1