local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Npc/BaseDailyNpc" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "MengdeNightConfuse" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = require L3_1 = "Actor/Npc/NpcDailyCommon" L2_1 = L2_1(L3_1) L3_1 = require L4_1 = "Actor/Npc/NPCEventType" L3_1 = L3_1(L4_1) L1_1.defaultAlias = "MengdeNightConfuse" L1_1.pointID = 1 L1_1.nightConfuseTargetPos = nil L4_1 = require L5_1 = "Actor/Npc/Config/CfgMengdeNightConfuse" L4_1 = L4_1(L5_1) L5_1 = L4_1.DummyPointData function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = L5_1.Npc L2_2 = "_" L3_2 = tostring L4_2 = A0_2.dataIndex L3_2 = L3_2(L4_2) L1_2 = L1_2 .. L2_2 .. L3_2 return L1_2 end L1_1.PreGetAlias = L6_1 function L6_1(A0_2) local L1_2, L2_2 L1_2 = L2_1.Register L2_2 = A0_2 L1_2(L2_2) end L1_1.Register = L6_1 function L6_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "RecoverFromFreeStyle" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Recover L1_2(L2_2) end L1_1.RecoverFromFreeStyle = L6_1 function L6_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "RecoverFromCollisionEnter" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.Recover L1_2(L2_2) end L1_1.RecoverFromCollisionEnter = L6_1 function L6_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.RandomStand L1_2(L2_2) end L1_1.Recover = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L2_1.InvokeOnResetFreeStyle L3_2 = A0_2 L4_2 = A1_2 L2_2(L3_2, L4_2) end L1_1.InvokeOnResetFreeStyle = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L2_1.OnCollisionEnter L3_2 = A1_2 L4_2 = A0_2 L2_2(L3_2, L4_2) end L1_1.OnCollisionEnter = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.PerformDither L3_2 = false L4_2 = 2 L5_2 = A0_2.HideSelf L1_2(L2_2, L3_2, L4_2, L5_2) end L1_1.StartDay = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.ShowSelf L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.PerformDither L3_2 = true L4_2 = 2 L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.RandomStand L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartBubble L1_2(L2_2) end L1_1.StartNight = L6_1 function L6_1(A0_2) local L1_2, L2_2 L1_2 = A0_2.bubble if L1_2 ~= 1 then L2_2 = A0_2 L1_2 = A0_2.ShowBubble L1_2(L2_2) A0_2.bubble = 1 end end L1_1.StartBubble = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = L5_1.DialogID L2_2 = A0_2.dataIndex L1_2 = L1_2[L2_2] if L1_2 ~= 0 then L2_2 = A0_2 L1_2 = A0_2.TriggerNpcSpeechBubble L3_2 = L5_1.NpcID L4_2 = A0_2.dataIndex L3_2 = L3_2[L4_2] L4_2 = L5_1.DialogID L5_2 = A0_2.dataIndex L4_2 = L4_2[L5_2] L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.BubbleTime L1_2(L2_2) end end L1_1.ShowBubble = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 5 L4_2 = A0_2.CloseBubble L1_2(L2_2, L3_2, L4_2) end L1_1.BubbleTime = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.ClearNpcSpeechBubble L3_2 = L5_1.NpcID L4_2 = A0_2.dataIndex L3_2 = L3_2[L4_2] L1_2(L2_2, L3_2) L2_2 = A0_2 L1_2 = A0_2.BubbleGap L1_2(L2_2) end L1_1.CloseBubble = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = math L3_2 = L3_2.random L4_2 = 7 L5_2 = 8 L3_2 = L3_2(L4_2, L5_2) L4_2 = A0_2.ShowBubble L1_2(L2_2, L3_2, L4_2) end L1_1.BubbleGap = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.ChooseRandomPos L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.nightConfuseTargetPos L4_2 = A0_2.NextMove L5_2 = A0_2.Standby L1_2(L2_2, L3_2, L4_2, L5_2) end L1_1.RandomStand = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = math L1_2 = L1_2.random L2_2 = 1 L3_2 = 4 L1_2 = L1_2(L2_2, L3_2) A0_2.pointID = L1_2 L1_2 = A0_2.pointID if L1_2 == 1 then L1_2 = L5_1.Pos01Pos L2_2 = A0_2.dataIndex L1_2 = L1_2[L2_2] A0_2.nightConfuseTargetPos = L1_2 else L1_2 = A0_2.pointID if L1_2 == 2 then L1_2 = L5_1.Pos02Pos L2_2 = A0_2.dataIndex L1_2 = L1_2[L2_2] A0_2.nightConfuseTargetPos = L1_2 else L1_2 = A0_2.pointID if L1_2 == 3 then L1_2 = L5_1.Pos03Pos L2_2 = A0_2.dataIndex L1_2 = L1_2[L2_2] A0_2.nightConfuseTargetPos = L1_2 else L1_2 = A0_2.pointID if L1_2 == 4 then L1_2 = L5_1.Pos04Pos L2_2 = A0_2.dataIndex L1_2 = L1_2[L2_2] A0_2.nightConfuseTargetPos = L1_2 end end end end end L1_1.ChooseRandomPos = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = math L3_2 = L3_2.random L4_2 = 3 L5_2 = 10 L3_2 = L3_2(L4_2, L5_2) L4_2 = A0_2.RandomStand L1_2(L2_2, L3_2, L4_2) end L1_1.NextMove = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = L2_1.OnEvent L3_2 = A1_2 L4_2 = A0_2 L2_2(L3_2, L4_2) end L1_1.OnEvent = L6_1 return L1_1