mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
185 lines
3.8 KiB
Lua
185 lines
3.8 KiB
Lua
local L0_1, L1_1, L2_1, L3_1, L4_1, L5_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/Quest/MQ378"
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L0_1 = L0_1(L1_1)
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L1_1 = require
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L2_1 = "Actor/Npc/NpcActorProxy"
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L1_1 = L1_1(L2_1)
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L2_1 = class
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L3_1 = "Qin"
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L4_1 = L1_1
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L2_1 = L2_1(L3_1, L4_1)
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L2_1.defaultAlias = "Qin"
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L3_1 = require
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L4_1 = "Quest/Client/Q378ClientConfig"
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L3_1 = L3_1(L4_1)
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L4_1 = L3_1.QinData
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function L5_1(A0_2)
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local L1_2
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L1_2 = L4_1.Qin
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return L1_2
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end
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L2_1.PreGetAlias = L5_1
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function L5_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2, L5_2, L6_2
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L2_2 = print
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L3_2 = "TransPreCallBack"
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L2_2(L3_2)
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L3_2 = A0_2
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L2_2 = A0_2.GetEuler
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L2_2 = L2_2(L3_2)
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L3_2 = A0_2.uActor
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L4_2 = L3_2
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L3_2 = L3_2.SetAvatarEuler
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L5_2 = L2_2
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L3_2(L4_2, L5_2)
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L4_2 = A0_2
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L3_2 = A0_2.AddPriorityInter
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L5_2 = InterTimingType
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L5_2 = L5_2.BTN
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L6_2 = A1_2.PlayerBackInter
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L3_2(L4_2, L5_2, L6_2)
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L3_2 = actorMgr
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L4_2 = L3_2
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L3_2 = L3_2.GetActor
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L5_2 = A1_2.ActorAlias
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L3_2 = L3_2(L4_2, L5_2)
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L5_2 = L3_2
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L4_2 = L3_2.RequestInteraction
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L6_2 = A1_2.QinData
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L6_2 = L6_2.Qin
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L4_2(L5_2, L6_2)
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L5_2 = A0_2
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L4_2 = A0_2.ActionSafeCall
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function L6_2(A0_3)
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local L1_3, L2_3, L3_3
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L1_3 = A0_2
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L2_3 = L1_3
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L1_3 = L1_3.ClearPriorityInter
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L3_3 = InterTimingType
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L3_3 = L3_3.BTN
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L1_3(L2_3, L3_3)
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end
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L4_2(L5_2, L6_2)
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end
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L2_1.TransPreCallBack = L5_1
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function L5_1(A0_2, A1_2)
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local L2_2, L3_2
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L2_2 = print
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L3_2 = "TransFinishCallBack"
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L2_2(L3_2)
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end
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L2_1.TransFinishCallBack = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
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L1_2 = print
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L2_2 = "WalkFollow"
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.ClearFollowTask
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.BeFollowTask
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L3_2 = L3_1.QinData
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L3_2 = L3_2.bornPos2
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L4_2 = L3_1.FollowLen
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L5_2 = -1
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function L6_2(A0_3, A1_3)
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local L2_3, L3_3, L4_3, L5_3, L6_3
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L2_3 = A0_3.BeFollowState
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L3_3 = BeFollowState
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L3_3 = L3_3.FAILED
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if L2_3 == L3_3 then
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L2_3 = actorMgr
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L3_3 = L2_3
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L2_3 = L2_3.GetActor
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L4_3 = L3_1.ActorAlias
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L2_3 = L2_3(L3_3, L4_3)
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if L2_3 ~= nil then
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L4_3 = L2_3
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L3_3 = L2_3.FinishQuest
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L5_3 = true
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L6_3 = nil
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L3_3(L4_3, L5_3, L6_3)
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end
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L4_3 = A0_3
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L3_3 = A0_3.StopNarrator
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L3_3(L4_3)
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else
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L2_3 = A0_3.BeFollowState
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L3_3 = BeFollowState
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L3_3 = L3_3.SUCCESS
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if L2_3 == L3_3 then
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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 = L3_1.QinData
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L5_3 = L5_3.bornDir2
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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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L2_3 = actorMgr
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L3_3 = L2_3
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L2_3 = L2_3.GetActor
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L4_3 = L3_1.ActorAlias
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L2_3 = L2_3(L3_3, L4_3)
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if L2_3 ~= nil then
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L4_3 = L2_3
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L3_3 = L2_3.FinishQuest
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L5_3 = false
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L6_3 = nil
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L3_3(L4_3, L5_3, L6_3)
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end
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end
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end
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end
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function L7_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, L6_2, L7_2)
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L2_2 = A0_2
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L1_2 = A0_2.BeLockTask
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L3_2 = L3_1.FollowTransLen
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L4_2 = 1
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function L5_2(A0_3)
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local L1_3, L2_3, L3_3
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L2_3 = A0_3
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L1_3 = A0_3.TransFinishCallBack
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L3_3 = L3_1
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L1_3(L2_3, L3_3)
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end
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function L6_2(A0_3)
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local L1_3, L2_3, L3_3
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L2_3 = A0_3
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L1_3 = A0_3.TransPreCallBack
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L3_3 = L3_1
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L1_3(L2_3, L3_3)
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end
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
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end
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L2_1.WalkFollow = L5_1
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function L5_1(A0_2)
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local L1_2, L2_2
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L1_2 = print
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L2_2 = "start!Qin"
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L1_2(L2_2)
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end
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L2_1.Start = L5_1
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function L5_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 = "Qin "
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L3_2 = L4_1.QinID
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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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L2_1.OnDestroy = L5_1
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return L2_1
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