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/EntityActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "NpcActorProxy" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = ActorType L2_1 = L2_1.NPC_ACTOR L1_1.actorType = L2_1 L2_1 = nil function L3_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.__super L2_1 = L1_2 L1_2 = L2_1 L2_2 = L1_2 L1_2 = L1_2.OnPreInit L1_2(L2_2) end L1_1.OnPreInit = L3_1 function L3_1(A0_2) local L1_2 end L1_1.GetCustomFreeStyleList = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = actorUtils L2_2 = L2_2.DoStartCall L3_2 = A0_2.alias L4_2 = A1_2 L2_2(L3_2, L4_2) L2_2 = A0_2.uActor if L2_2 ~= nil then L2_2 = A0_2.uActor L3_2 = L2_2 L2_2 = L2_2.StartCall L4_2 = A1_2 L2_2(L3_2, L4_2) end end L1_1.CallOnStart = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2 L2_2 = actorUtils L2_2 = L2_2.CreateActor L3_2 = A0_2 L4_2 = ActorType L4_2 = L4_2.NPC_ACTOR L5_2 = A1_2 L6_2 = A0_2.metaPath L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2.bornPos if L3_2 == nil then L3_2 = M L3_2 = L3_2.Pos L4_2 = 0 L5_2 = 0 L6_2 = 0 L3_2 = L3_2(L4_2, L5_2, L6_2) A0_2.bornPos = L3_2 end L3_2 = A0_2.bornDir if L3_2 == nil then L3_2 = M L3_2 = L3_2.Pos L4_2 = 0 L5_2 = 0 L6_2 = 0 L3_2 = L3_2(L4_2, L5_2, L6_2) A0_2.bornDir = L3_2 end L3_2 = actorUtils L3_2 = L3_2.CreateNpcActor L4_2 = A0_2.configID L5_2 = A0_2.bornPos L6_2 = A0_2.bornDir L7_2 = L2_2 L8_2 = A0_2.bornSceneID L9_2 = A0_2.bornRoomID L10_2 = A0_2.bornQuestID L11_2 = A0_2.isLocal L12_2 = A0_2.isAutoStart L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L2_2 = L3_2 if nil ~= L2_2 then L4_2 = A0_2 L3_2 = A0_2.GetCustomFreeStyleList L3_2 = L3_2(L4_2) if nil ~= L3_2 then L5_2 = L2_2 L4_2 = L2_2.AddCustomLoadFreeStyleList L6_2 = L3_2 L4_2(L5_2, L6_2) end end return L2_2 end L1_1.CreateNpcUActor = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.CreateNpcUActor L4_2 = A1_2 return L2_2(L3_2, L4_2) end L1_1.CreateUActor = 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.MarkDitherShow L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.MarkDitherShow = 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.DitherToShowWhenAppear L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.DitherToShowWhenAppear = 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.AddPriorityInter L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.AddPriorityInter = 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.ClearPriorityInter L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.ClearPriorityInter = 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.CheckNpcTalk L1_2(L2_2) end L1_1.CheckNpcTalk = 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.CallOnCollisionEnter L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.CallOnCollisionEnter = 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.ClearOnCollisionEnter L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.ClearOnCollisionEnter = 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.GetNpcConfigId return L1_2(L2_2) end L1_1.GetNpcConfigId = 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.GetNpcAlias return L1_2(L2_2) end L1_1.GetNpcAlias = 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.EnableHeadCtrl L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.EnableHeadCtrl = 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.LookAt L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.LookAt = 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.ClearLookAt L1_2(L2_2) end L1_1.ClearLookAt = 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.DisableInteeHeadCtrl L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.DisableInteeHeadCtrl = 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.AddGeneralMark L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.AddGeneralMark = 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.ClearGeneralMark L1_2(L2_2) end L1_1.ClearGeneralMark = 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.SetPlayerNpcNoneEnergyType L1_2(L2_2) end L1_1.SetPlayerNpcNoneEnergyType = 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.SetPlayerNpcHeroEnergyType L1_2(L2_2) end L1_1.SetPlayerNpcEnergy = L3_1 function L3_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.ChangeNpcMat 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.ChangeNpcMat = 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.ResumeOriginMat L5_2 = A1_2 L6_2 = A2_2 L3_2(L4_2, L5_2, L6_2) end L1_1.ResumeOriginMat = 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.CallOnNpcSit L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.CallOnNpcSit = 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.UncallOnNpcSit L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.UncallOnNpcSit = 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.CallOnNpcStand L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.CallOnNpcStand = 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.UncallOnNpcStand L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.UncallOnNpcStand = L3_1 function L3_1(A0_2) local L1_2 end L1_1.OnDestroy = L3_1 function L3_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2 if A2_2 == nil then A2_2 = false end L4_2 = A0_2 L3_2 = A0_2.OnDestroy L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.ClearCoroutine L3_2(L4_2) L3_2 = A0_2.uActor if L3_2 ~= nil then if A2_2 == false then L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.ClearCmd L3_2(L4_2) end L3_2 = A0_2.uActor L4_2 = L3_2 L3_2 = L3_2.Destroy L5_2 = A1_2 L3_2(L4_2, L5_2) end L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.ClearActor L5_2 = A0_2.alias L3_2(L4_2, L5_2) A0_2.uActor = nil A0_2.actorData = nil end L1_1.Destroy = 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.CallOnStartCacheInternal = nil A0_2.targetPos = nil A0_2.routePoints = nil A0_2.BeFollowLen = 10 A0_2.BeFollowFailedLen = 20 L1_2 = BeFollowState L1_2 = L1_2.ING A0_2.BeFollowState = L1_2 A0_2.BeFollowFailed = nil A0_2.CurrDialogList = nil A0_2.CurrDialogIndex = 1 A0_2.CurrDuration = 0 A0_2.CurrDurationCnt = 0 A0_2.NarratorPauseLen = 10 A0_2.NarratorResumeLen = 5 L1_2 = NarratorState L1_2 = L1_2.ING A0_2.NarratorState = L1_2 end L1_1.ClearActor = L3_1 return L1_1