2022-04-29 16:40:51 +02:00

185 lines
3.8 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1
L0_1 = require
L1_1 = "Actor/ActorCommon"
L0_1(L1_1)
L0_1 = require
L1_1 = "Actor/Quest/MQ378"
L0_1 = L0_1(L1_1)
L1_1 = require
L2_1 = "Actor/Npc/NpcActorProxy"
L1_1 = L1_1(L2_1)
L2_1 = class
L3_1 = "Qin"
L4_1 = L1_1
L2_1 = L2_1(L3_1, L4_1)
L2_1.defaultAlias = "Qin"
L3_1 = require
L4_1 = "Quest/Client/Q378ClientConfig"
L3_1 = L3_1(L4_1)
L4_1 = L3_1.QinData
function L5_1(A0_2)
local L1_2
L1_2 = L4_1.Qin
return L1_2
end
L2_1.PreGetAlias = 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 = "TransPreCallBack"
L2_2(L3_2)
L3_2 = A0_2
L2_2 = A0_2.GetEuler
L2_2 = L2_2(L3_2)
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.SetAvatarEuler
L5_2 = L2_2
L3_2(L4_2, L5_2)
L4_2 = A0_2
L3_2 = A0_2.AddPriorityInter
L5_2 = InterTimingType
L5_2 = L5_2.BTN
L6_2 = A1_2.PlayerBackInter
L3_2(L4_2, L5_2, L6_2)
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActor
L5_2 = A1_2.ActorAlias
L3_2 = L3_2(L4_2, L5_2)
L5_2 = L3_2
L4_2 = L3_2.RequestInteraction
L6_2 = A1_2.QinData
L6_2 = L6_2.Qin
L4_2(L5_2, L6_2)
L5_2 = A0_2
L4_2 = A0_2.ActionSafeCall
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.ClearPriorityInter
L3_3 = InterTimingType
L3_3 = L3_3.BTN
L1_3(L2_3, L3_3)
end
L4_2(L5_2, L6_2)
end
L2_1.TransPreCallBack = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = print
L3_2 = "TransFinishCallBack"
L2_2(L3_2)
end
L2_1.TransFinishCallBack = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L1_2 = print
L2_2 = "WalkFollow"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.ClearFollowTask
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.BeFollowTask
L3_2 = L3_1.QinData
L3_2 = L3_2.bornPos2
L4_2 = L3_1.FollowLen
L5_2 = -1
function L6_2(A0_3, A1_3)
local L2_3, L3_3, L4_3, L5_3, L6_3
L2_3 = A0_3.BeFollowState
L3_3 = BeFollowState
L3_3 = L3_3.FAILED
if L2_3 == L3_3 then
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L3_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
if L2_3 ~= nil then
L4_3 = L2_3
L3_3 = L2_3.FinishQuest
L5_3 = true
L6_3 = nil
L3_3(L4_3, L5_3, L6_3)
end
L4_3 = A0_3
L3_3 = A0_3.StopNarrator
L3_3(L4_3)
else
L2_3 = A0_3.BeFollowState
L3_3 = BeFollowState
L3_3 = L3_3.SUCCESS
if L2_3 == L3_3 then
L3_3 = A0_3
L2_3 = A0_3.TurnTo
L4_3 = M
L4_3 = L4_3.Euler2DirXZ
L5_3 = L3_1.QinData
L5_3 = L5_3.bornDir2
L4_3, L5_3, L6_3 = L4_3(L5_3)
L2_3(L3_3, L4_3, L5_3, L6_3)
L2_3 = actorMgr
L3_3 = L2_3
L2_3 = L2_3.GetActor
L4_3 = L3_1.ActorAlias
L2_3 = L2_3(L3_3, L4_3)
if L2_3 ~= nil then
L4_3 = L2_3
L3_3 = L2_3.FinishQuest
L5_3 = false
L6_3 = nil
L3_3(L4_3, L5_3, L6_3)
end
end
end
end
function L7_2(A0_3, A1_3)
local L2_3, L3_3
L3_3 = A0_3
L2_3 = A0_3.Standby
L2_3(L3_3)
end
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = A0_2
L1_2 = A0_2.BeLockTask
L3_2 = L3_1.FollowTransLen
L4_2 = 1
function L5_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.TransFinishCallBack
L3_3 = L3_1
L1_3(L2_3, L3_3)
end
function L6_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.TransPreCallBack
L3_3 = L3_1
L1_3(L2_3, L3_3)
end
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L2_1.WalkFollow = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "start!Qin"
L1_2(L2_2)
end
L2_1.Start = L5_1
function L5_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = print
L2_2 = "Qin "
L3_2 = L4_1.QinID
L4_2 = " destroied"
L2_2 = L2_2 .. L3_2 .. L4_2
L1_2(L2_2)
end
L2_1.OnDestroy = L5_1
return L2_1