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/Npc/DailyNpc" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "MengdeDayStand" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L2_1 = require L3_1 = "Actor/Npc/NPCEventType" L2_1 = L2_1(L3_1) function L3_1(A0_2) local L1_2, L2_2 L2_2 = A0_2 L1_2 = A0_2.DataInit L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.PosDataInit L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartDaily L1_2(L2_2) end L1_1.Start = L3_1 function L3_1(A0_2) local L1_2 L1_2 = A0_2.ConfigData L1_2 = L1_2.PosData L1_2 = L1_2[1] L1_2 = L1_2.dummypoint A0_2.PosData = L1_2 end L1_1.PosDataInit = L3_1 function L3_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 = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "walkback" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.WalkToTask L3_2 = A0_2.PosData L3_2 = L3_2.rot L4_2 = A0_2.Recover L1_2(L2_2, L3_2, L4_2) end L1_1.WalkBack = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 A0_2.OnAction = 0 L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.SteerToTask L3_2 = M L3_2 = L3_2.Euler2DirXZ L4_2 = A0_2.PosData L4_2 = L4_2.rot L3_2 = L3_2(L4_2) L4_2 = 1 L5_2 = true L6_2 = true L1_2(L2_2, L3_2, L4_2, L5_2, L6_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_2) end L1_1.Recover = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.Standby L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.TurnTo L3_2 = M L3_2 = L3_2.Euler2DirXZ L4_2 = A0_2.PosData L4_2 = L4_2.rot L3_2, L4_2 = L3_2(L4_2) L1_2(L2_2, L3_2, L4_2) L2_2 = A0_2 L1_2 = A0_2.DoFreeStateTrigger L1_2(L2_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.DataInit L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.StartBubble L1_2(L2_2) end L1_1.StartDay = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.ClearNpcSpeechBubble L3_2 = A0_2.ID L1_2(L2_2, L3_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.StartNight = L3_1 return L1_1