mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
148 lines
3.0 KiB
Lua
148 lines
3.0 KiB
Lua
local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1
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L0_1 = require
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L1_1 = "Actor/ActorCommon"
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L0_1(L1_1)
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L0_1 = require
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L1_1 = "Actor/Npc/NpcActorProxy"
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L0_1 = L0_1(L1_1)
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L1_1 = class
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L2_1 = "WendyAudience"
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L3_1 = L0_1
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L1_1 = L1_1(L2_1, L3_1)
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L1_1.defaultAlias = "WendyAudience"
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L1_1.seatPos = nil
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L1_1.seatDir = nil
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L1_1.returnCallback = nil
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L2_1 = require
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L3_1 = "Actor/Quest/Q220/Config/Q220Config"
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L2_1 = L2_1(L3_1)
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L3_1 = L2_1.WendyData
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L4_1 = L2_1.AudienceInter
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L5_1 = L2_1.ExtrasData
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L1_2 = print
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L2_2 = "move to seat "
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L1_2(L2_2)
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L1_2 = print
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L2_2 = A0_2.seatPos
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.AddPriorityInter
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L3_2 = InterTimingType
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L3_2 = L3_2.BTN
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L4_2 = L4_1
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L1_2(L2_2, L3_2, L4_2)
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L2_2 = A0_2
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L1_2 = A0_2.WalkToTask
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L3_2 = A0_2.seatPos
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function L4_2(A0_3, A1_3)
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local L2_3, L3_3, L4_3, L5_3
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L3_3 = A0_3
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L2_3 = A0_3.TurnTo
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L4_3 = M
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L4_3 = L4_3.Euler2DirXZ
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L5_3 = A0_3.seatDir
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L4_3, L5_3 = L4_3(L5_3)
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L2_3(L3_3, L4_3, L5_3)
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L3_3 = A0_3
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L2_3 = A0_3.Standby
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L2_3(L3_3)
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end
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function L5_2(A0_3, A1_3)
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local L2_3, L3_3
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L3_3 = A0_3
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L2_3 = A0_3.Standby
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L2_3(L3_3)
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end
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L1_2(L2_2, L3_2, L4_2, L5_2)
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end
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L1_1.MoveToSeat = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L1_2 = print
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L2_2 = "ai return "
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L3_2 = tostring
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L4_2 = A0_2.configID
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L3_2 = L3_2(L4_2)
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.ClearPriorityInter
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L3_2 = InterTimingType
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L3_2 = L3_2.BTN
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.WalkToTask
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L3_2 = L5_1.ExtrasOriginPos
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L4_2 = A0_2.extrasIndex
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L3_2 = L3_2[L4_2]
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function L4_2(A0_3, A1_3)
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local L2_3, L3_3, L4_3, L5_3, L6_3
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L3_3 = A0_3
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L2_3 = A0_3.TurnTo
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L4_3 = M
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L4_3 = L4_3.Euler2DirXZ
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L5_3 = L5_1.ExtrasOriginDir
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L6_3 = A0_3.extrasIndex
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L5_3 = L5_3[L6_3]
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L4_3, L5_3, L6_3 = L4_3(L5_3)
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L2_3(L3_3, L4_3, L5_3, L6_3)
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L3_3 = A0_3
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L2_3 = A0_3.Standby
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L2_3(L3_3)
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L2_3 = A0_3.returnCallback
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if L2_3 ~= nil then
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L3_3 = A0_3
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L2_3 = A0_3.returnCallback
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L2_3(L3_3)
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end
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end
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function L5_2(A0_3, A1_3)
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local L2_3, L3_3
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L3_3 = A0_3
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L2_3 = A0_3.Standby
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L2_3(L3_3)
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end
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L1_2(L2_2, L3_2, L4_2, L5_2)
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end
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L1_1.ReturnToNormal = L6_1
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function L6_1(A0_2, A1_2)
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local L2_2, L3_2
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L2_2 = A1_2.evtType
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L3_2 = L3_1.EvtFinishDance
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if L2_2 == L3_2 then
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L3_2 = A0_2
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L2_2 = A0_2.ReturnToNormal
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L2_2(L3_2)
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end
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end
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L1_1.OnEvent = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2
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L1_2 = print
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L2_2 = "start!wendy audience "
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L3_2 = A0_2.configID
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L2_2 = L2_2 .. L3_2
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.RegisterActorEvent
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L3_2 = A0_2.OnEvent
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.MoveToSeat
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L1_2(L2_2)
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end
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L1_1.Start = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L1_2 = print
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L2_2 = "wendy audience "
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L3_2 = A0_2.configID
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L4_2 = " destroied"
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L2_2 = L2_2 .. L3_2 .. L4_2
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L1_2(L2_2)
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end
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L1_1.OnDestroy = L6_1
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return L1_1
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