local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Quest/QuestActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Quest20006" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest20006" L2_1 = 180 L3_1 = 1 L4_1 = nil L5_1 = nil L6_1 = nil function L7_1(A0_2) local L1_2 L1_2 = A0_2.clientData L4_1 = L1_2 L1_2 = L4_1.SubIDs L5_1 = L1_2 L1_2 = L4_1.NPCData L6_1 = L1_2 end L1_1.OnDataLoaded = L7_1 function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000601 L1_2["2000601"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000602 L1_2["2000602"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000603 L1_2["2000603"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000604 L1_2["2000604"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000605 L1_2["2000605"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000606 L1_2["2000606"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000607 L1_2["2000607"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000608 L1_2["2000608"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000609 L1_2["2000609"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2000610 L1_2["2000610"] = L2_2 end L1_1.OnSubStartHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000601 L1_2["2000601"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000602 L1_2["2000602"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000603 L1_2["2000603"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000604 L1_2["2000604"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000605 L1_2["2000605"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000606 L1_2["2000606"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000607 L1_2["2000607"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000608 L1_2["2000608"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000609 L1_2["2000609"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2000610 L1_2["2000610"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFailedHandlers = L1_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000601 L1_2["2000601"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000602 L1_2["2000602"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000603 L1_2["2000603"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000604 L1_2["2000604"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000605 L1_2["2000605"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000606 L1_2["2000606"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000607 L1_2["2000607"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000608 L1_2["2000608"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000609 L1_2["2000609"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2000610 L1_2["2000610"] = L2_2 end L1_1.OnSubFailedHandlerBuild = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = print L2_2 = "StartCount" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.CountDownUIStart L3_2 = L2_1 L4_2 = 20 L5_2 = 3 L1_2(L2_2, L3_2, L4_2, L5_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = L2_1 L3_2 = L3_2 + 4 L4_2 = A0_2.CountDown L1_2(L2_2, L3_2, L4_2) end L1_1.StartCount = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = print L2_2 = "CountDown Finished" L1_2(L2_2) L1_2 = L3_1 if L1_2 == 1 then L2_2 = A0_2 L1_2 = A0_2.ShowPaimonDoWay1 L1_2(L2_2) L1_2 = 0 L3_1 = L1_2 end L1_2 = actorMgr L2_2 = L1_2 L1_2 = L1_2.GetActor L3_2 = L4_1.ActorAlias L1_2 = L1_2(L2_2, L3_2) if L1_2 ~= nil then L2_2 = print L3_2 = "deliver fail" L2_2(L3_2) L3_2 = L1_2 L2_2 = L1_2.FinishQuestID L4_2 = true L5_2 = 2000603 L2_2(L3_2, L4_2, L5_2) end end L1_1.CountDown = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 L1_2 = A0_2.clientData L1_2 = L1_2.PaimonData L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L3_2 = actorUtils L3_2 = L3_2.GetAvatarForward L3_2 = L3_2() L4_2 = 1.5 L5_2 = print L6_2 = L3_2.x L7_2 = "," L8_2 = L3_2.y L9_2 = "," L10_2 = L3_2.z L6_2 = L6_2 .. L7_2 .. L8_2 .. L9_2 .. L10_2 L5_2(L6_2) L5_2 = L2_2.x L6_2 = L3_2.x L6_2 = L6_2 * L4_2 L5_2 = L5_2 + L6_2 L5_2 = L5_2 + 0.7 L2_2.x = L5_2 L5_2 = L2_2.z L6_2 = L3_2.z L6_2 = L6_2 * L4_2 L5_2 = L5_2 + L6_2 L5_2 = L5_2 - 0.7 L2_2.z = L5_2 L5_2 = L3_2 L6_2 = L5_2.x L6_2 = L6_2 * -1 L5_2.x = L6_2 L6_2 = L5_2.z L6_2 = L6_2 * -1 L5_2.z = L6_2 L7_2 = A0_2 L6_2 = A0_2.CreateQuestNpcByIdWithPos L8_2 = 2000604 L9_2 = L1_2.PaimonID L10_2 = 1 L11_2 = L2_2 L12_2 = M L12_2 = L12_2.Dir2Euler L13_2 = L5_2 L12_2, L13_2 = L12_2(L13_2) L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) L6_2 = globalActor L7_2 = L6_2 L6_2 = L6_2.EnablePlayerInput L8_2 = false L6_2(L7_2, L8_2) L7_2 = A0_2 L6_2 = A0_2.GetQuestNpcActor L8_2 = L4_1.PaimonData L8_2 = L8_2.Paimon L6_2 = L6_2(L7_2, L8_2) L8_2 = L6_2 L7_2 = L6_2.AirModeOn L7_2(L8_2) L8_2 = L6_2 L7_2 = L6_2.AddPriorityInter L9_2 = InterTimingType L9_2 = L9_2.BTN L10_2 = L4_1.InterData L10_2 = L10_2.NoReplyInter1 L7_2(L8_2, L9_2, L10_2) L8_2 = A0_2 L7_2 = A0_2.CallDelay L9_2 = 1 function L10_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.RequestInteraction L3_3 = L4_1.PaimonData L3_3 = L3_3.Paimon L1_3(L2_3, L3_3) end L7_2(L8_2, L9_2, L10_2) L8_2 = A0_2 L7_2 = A0_2.CallDelay L9_2 = 3 L10_2 = A0_2.PaimonVanish L7_2(L8_2, L9_2, L10_2) end L1_1.ShowPaimonDoWay1 = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 L1_2 = A0_2.clientData L1_2 = L1_2.PaimonData L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L3_2 = actorUtils L3_2 = L3_2.GetAvatarForward L3_2 = L3_2() L4_2 = 1.5 L5_2 = print L6_2 = L3_2.x L7_2 = "," L8_2 = L3_2.y L9_2 = "," L10_2 = L3_2.z L6_2 = L6_2 .. L7_2 .. L8_2 .. L9_2 .. L10_2 L5_2(L6_2) L5_2 = L2_2.x L6_2 = L3_2.x L6_2 = L6_2 * L4_2 L5_2 = L5_2 + L6_2 L5_2 = L5_2 + 0.7 L2_2.x = L5_2 L5_2 = L2_2.z L6_2 = L3_2.z L6_2 = L6_2 * L4_2 L5_2 = L5_2 + L6_2 L5_2 = L5_2 - 0.7 L2_2.z = L5_2 L5_2 = L3_2 L6_2 = L5_2.x L6_2 = L6_2 * -1 L5_2.x = L6_2 L6_2 = L5_2.z L6_2 = L6_2 * -1 L5_2.z = L6_2 L7_2 = A0_2 L6_2 = A0_2.CreateQuestNpcByIdWithPos L8_2 = 2000604 L9_2 = L1_2.PaimonID L10_2 = 1 L11_2 = L2_2 L12_2 = M L12_2 = L12_2.Dir2Euler L13_2 = L5_2 L12_2, L13_2 = L12_2(L13_2) L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) L6_2 = globalActor L7_2 = L6_2 L6_2 = L6_2.EnablePlayerInput L8_2 = false L6_2(L7_2, L8_2) L7_2 = A0_2 L6_2 = A0_2.GetQuestNpcActor L8_2 = L4_1.PaimonData L8_2 = L8_2.Paimon L9_2 = 20006 L6_2 = L6_2(L7_2, L8_2, L9_2) L8_2 = L6_2 L7_2 = L6_2.AirModeOn L7_2(L8_2) L8_2 = L6_2 L7_2 = L6_2.AddPriorityInter L9_2 = InterTimingType L9_2 = L9_2.BTN L10_2 = L4_1.InterData L10_2 = L10_2.NoReplyInter2 L7_2(L8_2, L9_2, L10_2) L8_2 = A0_2 L7_2 = A0_2.CallDelay L9_2 = 1 function L10_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.RequestInteraction L3_3 = L4_1.PaimonData L3_3 = L3_3.Paimon L1_3(L2_3, L3_3) end L7_2(L8_2, L9_2, L10_2) L8_2 = A0_2 L7_2 = A0_2.CallDelay L9_2 = 3 L10_2 = A0_2.PaimonVanish L7_2(L8_2, L9_2, L10_2) end L1_1.ShowPaimonDoWay2 = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L2_2 = A0_2 L1_2 = A0_2.GetQuestNpcActor L3_2 = L4_1.PaimonData L3_2 = L3_2.Paimon L1_2 = L1_2(L2_2, L3_2) L3_2 = L1_2 L2_2 = L1_2.ClearPriorityInter L4_2 = InterTimingType L4_2 = L4_2.BTN L2_2(L3_2, L4_2) if L1_2 ~= nil then L3_2 = L1_2 L2_2 = L1_2.DestroyWithDisappear L4_2 = false L2_2(L3_2, L4_2) end L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.EnablePlayerInput L4_2 = true L2_2(L3_2, L4_2) end L1_1.PaimonVanish = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "01 start" L2_2(L3_2) end L1_1.OnSubStart2000601 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "01 finish" L2_2(L3_2) end L1_1.OnSubFinish2000601 = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubFailed2000601 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "02 start" L2_2(L3_2) L2_2 = 1 L3_1 = L2_2 end L1_1.OnSubStart2000602 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L6_1.NpcID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStyle L5_2 = 4190 L6_2 = true L3_2(L4_2, L5_2, L6_2) L3_2 = print L4_2 = "02 finish" L3_2(L4_2) end L1_1.OnSubFinish2000602 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "delay start dofreestyle" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStyle L5_2 = 4190 L6_2 = true L3_2(L4_2, L5_2, L6_2) end L1_1.DoFreeStyle = L7_1 function L7_1(A0_2, A1_2) end L1_1.OnSubFailed2000602 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "03 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall L4_2 = A0_2.StartCount L2_2(L3_2, L4_2) end L1_1.OnSubStart2000603 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "03 finished" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) end L1_1.OnSubFinish2000603 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = print L3_2 = "03 fail \239\188\12903 fail \239\188\12903 fail \239\188\12903 fail \239\188\12903 fail \239\188\129" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStateTrigger L3_2(L4_2) end L1_1.OnSubFailed2000603 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "04 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStyle L5_2 = 1300 L6_2 = true L3_2(L4_2, L5_2, L6_2) end L1_1.OnSubStart2000604 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L5_2 = true L3_2(L4_2, L5_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.WalkToRouteTask L5_2 = L4_1.RoutePoints1 function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 L3_3 = A0_3 L2_3 = A0_3.DestroyWithDither L4_3 = false L5_3 = 1 L2_3(L3_3, L4_3, L5_3) end function L7_2(A0_3, A1_3) local L2_3, L3_3, L4_3 L2_3 = L2_2 L3_3 = L2_3 L2_3 = L2_3.Standby L4_3 = true L2_3(L3_3, L4_3) end L3_2(L4_2, L5_2, L6_2, L7_2) L3_2 = print L4_2 = "04 finish" L3_2(L4_2) end L1_1.OnSubFinish2000604 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "04 failed" L2_2(L3_2) end L1_1.OnSubFailed2000604 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = L4_1.ActorAlias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.FinishQuestID L5_2 = true L6_2 = 2000604 L3_2(L4_2, L5_2, L6_2) end L3_2 = print L4_2 = "05 start" L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.CountDownUITerminate L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.CountNumUITerminate L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.UnCallFunc L5_2 = A0_2.CountDown L3_2(L4_2, L5_2) L3_2 = L3_1 if L3_2 == 1 then L4_2 = A0_2 L3_2 = A0_2.ShowPaimonDoWay2 L3_2(L4_2) end L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = L4_1.ActorAlias L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L4_2 = print L5_2 = "20005 fail" L4_2(L5_2) L5_2 = L3_2 L4_2 = L3_2.FinishQuestID L6_2 = true L7_2 = 2000605 L4_2(L5_2, L6_2, L7_2) end end L1_1.OnSubStart2000605 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "05 finish" L2_2(L3_2) end L1_1.OnSubFinish2000605 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "05 failed" L2_2(L3_2) end L1_1.OnSubFailed2000605 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "06 start" L2_2(L3_2) end L1_1.OnSubStart2000606 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "06 finish" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 L5_2 = A0_2.DoFreeStyle L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFinish2000606 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "06 failed" L2_2(L3_2) end L1_1.OnSubFailed2000606 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "07 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.TriggerNpcSpeechBubble L4_2 = L6_1.NpcID L5_2 = 200080501 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart2000607 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "07 finish" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStateTrigger L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.ClearNpcSpeechBubble L5_2 = L6_1.NpcID L3_2(L4_2, L5_2) end L1_1.OnSubFinish2000607 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "07 failed" L2_2(L3_2) end L1_1.OnSubFailed2000607 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "08 start" L2_2(L3_2) end L1_1.OnSubStart2000608 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "08 finish" L2_2(L3_2) end L1_1.OnSubFinish2000608 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "08 failed" L2_2(L3_2) end L1_1.OnSubFailed2000608 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "09 start" L2_2(L3_2) end L1_1.OnSubStart2000609 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "09 finish" L2_2(L3_2) end L1_1.OnSubFinish2000609 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "09 failed" L2_2(L3_2) end L1_1.OnSubFailed2000609 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "10 start" L2_2(L3_2) end L1_1.OnSubStart2000610 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "10 finish" L2_2(L3_2) end L1_1.OnSubFinish2000610 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "10 failed" L2_2(L3_2) end L1_1.OnSubFailed2000610 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "main finished " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) end L1_1.OnMainFinished = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "main failed " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) end L1_1.OnMainFailed = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "main canceled " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L6_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.CountDownUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CountNumUITerminate L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.CountDown L2_2(L3_2, L4_2) end L1_1.OnMainCanceled = L7_1 function L7_1(A0_2) local L1_2 end L1_1.Start = L7_1 function L7_1(A0_2) local L1_2 end L1_1.OnDestroy = L7_1 return L1_1