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 = "RunCoinStart" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "RunCoinStart" L2_1 = require L3_1 = "Quest/Client/Q416ClientConfig" L2_1 = L2_1(L3_1) function L3_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2 L0_2 = globalActor L1_2 = L0_2 L0_2 = L0_2.CountNumUITerminate L0_2(L1_2) L0_2 = actorMgr L1_2 = L0_2 L0_2 = L0_2.GetActor L2_2 = "RunCoinStart" L0_2 = L0_2(L1_2, L2_2) if L0_2 ~= nil then L2_2 = L0_2 L1_2 = L0_2.DestroySelf L1_2(L2_2) end 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) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = false L5_2 = 41602 L2_2(L3_2, L4_2, L5_2) end L2_1.NextNum = 1 end function L4_1() local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L0_2 = L2_1.NextNum L1_2 = L2_1.CoinNum L1_2 = L1_2 + 1 if L0_2 < L1_2 then L0_2 = actorMgr L1_2 = L0_2 L0_2 = L0_2.CreateActorWithPos L2_2 = "RunCoinStart" L3_2 = "Actor/Gadget/RunCoinStart" L4_2 = 70300004 L5_2 = 0 L6_2 = L2_1.CoinPos L7_2 = L2_1.NextNum L6_2 = L6_2[L7_2] L6_2 = L6_2.pos L7_2 = L2_1.CoinPos L8_2 = L2_1.NextNum L7_2 = L7_2[L8_2] L7_2 = L7_2.rot L8_2 = true L9_2 = false L0_2(L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2) L0_2 = actorMgr L1_2 = L0_2 L0_2 = L0_2.GetActor L2_2 = "RunCoinStart" L0_2 = L0_2(L1_2, L2_2) if L0_2 ~= nil then L2_2 = L0_2 L1_2 = L0_2.CallDelay L3_2 = 3 L4_2 = L3_1 L1_2(L2_2, L3_2, L4_2) end else L0_2 = actorMgr L1_2 = L0_2 L0_2 = L0_2.GetActor L2_2 = L2_1.ActorAlias L0_2 = L0_2(L1_2, L2_2) if L0_2 ~= nil then L2_2 = L0_2 L1_2 = L0_2.FinishQuestID L3_2 = false L4_2 = 41603 L1_2(L2_2, L3_2, L4_2) end end end function L5_1(A0_2) local L1_2 end L1_1.OnPostDataPrepare = L5_1 function L5_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 = 1 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 = L5_1 function L5_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = L2_1.NextNum if L1_2 == 1 then 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) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.FinishQuest L4_2 = false L5_2 = nil L2_2(L3_2, L4_2, L5_2) end L3_2 = A0_2 L2_2 = A0_2.CountNumUIStart L2_2(L3_2) else L2_2 = A0_2 L1_2 = A0_2.UnCallFunc L3_2 = L3_1 L1_2(L2_2, L3_2) end L2_2 = A0_2 L1_2 = A0_2.GetPos L1_2 = L1_2(L2_2) L2_2 = L2_1.NextNum L3_2 = L2_1.CoinNum if L2_2 < L3_2 then L3_2 = A0_2 L2_2 = A0_2.PlayEffect L4_2 = "Eff_FlyRace_Marker_Active_AS" L5_2 = L1_2 L2_2(L3_2, L4_2, L5_2) else L3_2 = A0_2 L2_2 = A0_2.PlayEffect L4_2 = "Eff_FlyRace_Goal_Marker_AS" L5_2 = L1_2 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) end L3_2 = A0_2 L2_2 = A0_2.CountNumUIUpdate L4_2 = L2_1.NextNum L2_2(L3_2, L4_2) L2_2 = L2_1.NextNum L2_2 = L2_2 + 1 L2_1.NextNum = L2_2 L3_2 = A0_2 L2_2 = A0_2.DestroySelf L2_2(L3_2) L2_2 = L4_1 L2_2() end L1_1.TriggerIn = L5_1 function L5_1(A0_2) local L1_2 end L1_1.TriggerOut = L5_1 return L1_1