local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_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 = "Quest30002" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest30002" L2_1 = require L3_1 = "Quest/Client/Q30002ClientConfig" L2_1 = L2_1(L3_1) L3_1 = L2_1.SubIDs L4_1 = L2_1.BubbleState L5_1 = {} L6_1 = {} L6_1.npcId = "{QuestNpcID}" L7_1 = {} L8_1 = 4190 L7_1[1] = L8_1 L6_1.freeStyleList = L7_1 L5_1[1] = L6_1 L1_1.customFreeStyle = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart3000201 L1_2["3000201"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart3000202 L1_2["3000202"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart3000203 L1_2["3000203"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart3000204 L1_2["3000204"] = L2_2 end L1_1.OnSubStartHandlerBuild = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish3000201 L1_2["3000201"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish3000202 L1_2["3000202"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish3000203 L1_2["3000203"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish3000204 L1_2["3000204"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFailedHandlers = L1_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed3000201 L1_2["3000201"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed3000202 L1_2["3000202"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed3000203 L1_2["3000203"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed3000204 L1_2["3000204"] = L2_2 end L1_1.OnSubFailedHandlerBuild = L5_1 function L5_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 L2_2 = actorUtils L2_2 = L2_2.GetAvatarPos L2_2 = L2_2() L3_2 = sceneData L4_2 = L3_2 L3_2 = L3_2.GetDummyPoint L5_2 = 3 L7_2 = A0_2 L6_2 = A0_2.GetRandomFactorValue L8_2 = "{QuestRescuePos}" L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 = L6_2(L7_2, L8_2) L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) L3_2 = L3_2.pos L4_2 = L2_2.x L5_2 = L3_2.x L4_2 = L4_2 - L5_2 L5_2 = L2_2.y L6_2 = L3_2.y L5_2 = L5_2 - L6_2 L6_2 = L2_2.z L7_2 = L3_2.z L6_2 = L6_2 - L7_2 L7_2 = math L7_2 = L7_2.sqrt L8_2 = L4_2 * L4_2 L9_2 = L5_2 * L5_2 L8_2 = L8_2 + L9_2 L9_2 = L6_2 * L6_2 L8_2 = L8_2 + L9_2 L7_2 = L7_2(L8_2) if 50 < L7_2 then L9_2 = A0_2 L8_2 = A0_2.DestroyQuestNpcActor L10_2 = "{QuestNpcID}" L11_2 = 3 L8_2(L9_2, L10_2, L11_2) if A0_2 ~= nil then L9_2 = A0_2 L8_2 = A0_2.FinishQuest L10_2 = true L8_2(L9_2, L10_2) L8_2 = print L9_2 = "********30002***Failed****" L8_2(L9_2) end else L9_2 = A0_2 L8_2 = A0_2.CallDelay L10_2 = 10 L11_2 = A0_2.QuestDestroy L8_2(L9_2, L10_2, L11_2) end end L1_1.QuestDestroy = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "NPC show bubble" L2_2(L3_2) L2_2 = tonumber L4_2 = A0_2 L3_2 = A0_2.GetRandomFactorValue L5_2 = "{QuestNpcID}" L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2, L5_2) L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) L3_2 = math L3_2 = L3_2.random L4_2 = 1 L5_2 = 2 L3_2 = L3_2(L4_2, L5_2) if L3_2 == 1 then L5_2 = A0_2 L4_2 = A0_2.TriggerNpcSpeechBubble L6_2 = L2_2 L7_2 = 300010106 L4_2(L5_2, L6_2, L7_2) elseif L3_2 == 2 then L5_2 = A0_2 L4_2 = A0_2.TriggerNpcSpeechBubble L6_2 = L2_2 L7_2 = 300010107 L4_2(L5_2, L6_2, L7_2) end L5_2 = A0_2 L4_2 = A0_2.CallDelay L6_2 = 3 function L7_2(A0_3) local L1_3, L2_3, L3_3 L2_3 = A0_3 L1_3 = A0_3.ClearNpcSpeechBubble L3_3 = L2_2 L1_3(L2_3, L3_3) end L4_2(L5_2, L6_2, L7_2) L4_2 = L4_1 if L4_2 == true then L5_2 = A0_2 L4_2 = A0_2.CallDelay L6_2 = 4 L7_2 = A0_2.NPCShowBubble L4_2(L5_2, L6_2, L7_2) end end L1_1.NPCShowBubble = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "3000201 start:CreatNPC" L2_2(L3_2) L2_2 = true L4_1 = L2_2 L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = 0 L6_2 = 1 L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.DoFreeStyle L5_2 = 4190 L3_2(L4_2, L5_2) end L4_2 = A0_2 L3_2 = A0_2.CallDelay L5_2 = 60 L6_2 = A0_2.QuestDestroy L3_2(L4_2, L5_2, L6_2) L4_2 = A0_2 L3_2 = A0_2.NPCShowBubble L3_2(L4_2) end L1_1.OnSubStart3000201 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = false L4_1 = L2_2 L2_2 = "{QuestNpcID}" L3_2 = tonumber L5_2 = A0_2 L4_2 = A0_2.GetRandomFactorValue L6_2 = L2_2 L4_2, L5_2, L6_2, L7_2 = L4_2(L5_2, L6_2) L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2) L5_2 = A0_2 L4_2 = A0_2.GetQuestNpcActor L6_2 = L2_2 L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = A0_2 L5_2 = A0_2.ClearNpcSpeechBubble L7_2 = L3_2 L5_2(L6_2, L7_2) L6_2 = L4_2 L5_2 = L4_2.DoFreeStateTrigger L5_2(L6_2) L6_2 = L4_2 L5_2 = L4_2.Standby L5_2(L6_2) end L6_2 = A0_2 L5_2 = A0_2.UnCallFunc L7_2 = A0_2.NPCShowBubble L5_2(L6_2, L7_2) end L1_1.OnSubStart3000202 = L5_1 function L5_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = A0_3 L1_3 = A0_3.ShowBlackScreen L3_3 = 0.5 L4_3 = 1.0 L5_3 = 0.5 function L6_3(A0_4) local L1_4, L2_4, L3_4, L4_4 L2_4 = A0_4 L1_4 = A0_4.DestroyQuestNpcActor L3_4 = "{QuestNpcID}" L4_4 = 3 L1_4(L2_4, L3_4, L4_4) L2_4 = A0_4 L1_4 = A0_4.UnCallFunc L3_4 = A0_4.QuestDestroy L1_4(L2_4, L3_4) end L1_3(L2_3, L3_3, L4_3, L5_3, L6_3) end L2_2(L3_2, L4_2) end L1_1.OnSubFinish3000202 = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "********Quest30002 Start" L1_2(L2_2) end L1_1.Start = L5_1 function L5_1(A0_2) local L1_2, L2_2 L1_2 = print L2_2 = "********Quest30002 OnDestroy" L1_2(L2_2) end L1_1.OnDestroy = L5_1 return L1_1