Grasscutter_Resources/Resources/Scripts/Scene/5/scene5_group155002012.lua
2022-04-29 16:40:51 +02:00

303 lines
5.8 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1, L13_1
L0_1 = {}
L0_1.group_id = 155002012
L1_1 = {}
L1_1.group_ID = 155002012
L1_1.pointarray_Rot = 500200004
L2_1 = {}
L3_1 = {}
L4_1 = {}
L5_1 = {}
L6_1 = 12001
L7_1 = 12002
L8_1 = 12003
L5_1[1] = L6_1
L5_1[2] = L7_1
L5_1[3] = L8_1
L6_1 = {}
L7_1 = {}
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupVariableValue
L2_2 = A0_2
L3_2 = "is_daynight_finish"
L4_2 = 1
L1_2(L2_2, L3_2, L4_2)
end
L7_1["0"] = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupVariableValue
L2_2 = A0_2
L3_2 = "is_daynight_finish"
L4_2 = 0
L1_2(L2_2, L3_2, L4_2)
L1_2 = ScriptLib
L1_2 = L1_2.AddExtraGroupSuite
L2_2 = A0_2
L3_2 = L1_1.group_ID
L4_2 = 2
L1_2(L2_2, L3_2, L4_2)
end
L7_1["1"] = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = ScriptLib
L1_2 = L1_2.AddExtraGroupSuite
L2_2 = A0_2
L3_2 = L1_1.group_ID
L4_2 = 2
L1_2(L2_2, L3_2, L4_2)
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupVariableValue
L2_2 = A0_2
L3_2 = "is_daynight_finish"
L4_2 = 1
L1_2(L2_2, L3_2, L4_2)
end
L7_1["2"] = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = ScriptLib
L1_2 = L1_2.GetGroupVariableValue
L2_2 = A0_2
L3_2 = "gameplayState"
L1_2 = L1_2(L2_2, L3_2)
L2_2 = tostring
L3_2 = L1_2
L2_2 = L2_2(L3_2)
L2_2 = L7_1[L2_2]
L3_2 = A0_2
L2_2(L3_2)
end
UpdateGamePlayState = L8_1
function L8_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L5_2 = ScriptLib
L5_2 = L5_2.SetPlatformPointArray
L6_2 = A0_2
L7_2 = A1_2
L8_2 = A2_2
L9_2 = {}
L10_2 = 1
L9_2[1] = L10_2
L10_2 = {}
L10_2.route_type = 0
L10_2.turn_mode = true
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2)
if A3_2 ~= "" and A3_2 ~= nil then
L5_2 = ScriptLib
L5_2 = L5_2.GetGroupVariableValue
L6_2 = A0_2
L7_2 = A3_2
L5_2 = L5_2(L6_2, L7_2)
L5_2 = A4_2 + L5_2
if 360 <= L5_2 then
L5_2 = 0
end
L6_2 = ScriptLib
L6_2 = L6_2.SetGroupVariableValue
L7_2 = A0_2
L8_2 = A3_2
L9_2 = L5_2
L6_2(L7_2, L8_2, L9_2)
end
end
RotateGate = L8_1
L8_1 = {}
monsters = L8_1
L8_1 = {}
npcs = L8_1
L8_1 = {}
L9_1 = {}
L9_1.config_id = 12001
L9_1.gadget_id = 70360307
L10_1 = {}
L10_1.x = 1313.935
L10_1.y = 203.506
L10_1.z = 848.506
L9_1.pos = L10_1
L10_1 = {}
L10_1.x = 0.0
L10_1.y = 0.0
L10_1.z = 0.0
L9_1.rot = L10_1
L9_1.level = 36
L9_1.area_id = 200
L10_1 = {}
L10_1.config_id = 12002
L10_1.gadget_id = 70360307
L11_1 = {}
L11_1.x = 1316.424
L11_1.y = 203.848
L11_1.z = 833.337
L10_1.pos = L11_1
L11_1 = {}
L11_1.x = 0.0
L11_1.y = 0.0
L11_1.z = 0.0
L10_1.rot = L11_1
L10_1.level = 36
L10_1.area_id = 200
L11_1 = {}
L11_1.config_id = 12003
L11_1.gadget_id = 70360307
L12_1 = {}
L12_1.x = 1321.489
L12_1.y = 203.852
L12_1.z = 840.872
L11_1.pos = L12_1
L12_1 = {}
L12_1.x = 0.0
L12_1.y = 0.0
L12_1.z = 0.0
L11_1.rot = L12_1
L11_1.level = 36
L11_1.area_id = 200
L8_1[1] = L9_1
L8_1[2] = L10_1
L8_1[3] = L11_1
gadgets = L8_1
L8_1 = {}
regions = L8_1
L8_1 = {}
L9_1 = {}
L9_1.config_id = 1012005
L9_1.name = "GROUP_LOAD_12005"
L10_1 = EventType
L10_1 = L10_1.EVENT_GROUP_LOAD
L9_1.event = L10_1
L9_1.source = ""
L9_1.condition = ""
L9_1.action = "action_EVENT_GROUP_LOAD_12005"
L9_1.trigger_count = 0
L10_1 = {}
L10_1.config_id = 1012006
L10_1.name = "VARIABLE_CHANGE_12006"
L11_1 = EventType
L11_1 = L11_1.EVENT_VARIABLE_CHANGE
L10_1.event = L11_1
L10_1.source = ""
L10_1.condition = "condition_EVENT_VARIABLE_CHANGE_12006"
L10_1.action = "action_EVENT_VARIABLE_CHANGE_12006"
L10_1.trigger_count = 0
L8_1[1] = L9_1
L8_1[2] = L10_1
triggers = L8_1
L8_1 = {}
L9_1 = {}
L9_1.configId = 1
L9_1.name = "gameplayState"
L9_1.value = 0
L9_1.no_refresh = true
L8_1[1] = L9_1
variables = L8_1
L8_1 = {}
L8_1.suite = 1
L8_1.end_suite = 0
L8_1.rand_suite = false
init_config = L8_1
L8_1 = {}
L9_1 = {}
L10_1 = {}
L9_1.monsters = L10_1
L10_1 = {}
L9_1.gadgets = L10_1
L10_1 = {}
L9_1.regions = L10_1
L10_1 = {}
L11_1 = "GROUP_LOAD_12005"
L12_1 = "VARIABLE_CHANGE_12006"
L10_1[1] = L11_1
L10_1[2] = L12_1
L9_1.triggers = L10_1
L9_1.rand_weight = 100
L10_1 = {}
L11_1 = {}
L10_1.monsters = L11_1
L11_1 = {}
L10_1.gadgets = L11_1
L11_1 = {}
L10_1.regions = L11_1
L11_1 = {}
L12_1 = "GROUP_LOAD_12005"
L13_1 = "VARIABLE_CHANGE_12006"
L11_1[1] = L12_1
L11_1[2] = L13_1
L10_1.triggers = L11_1
L10_1.rand_weight = 100
L8_1[1] = L9_1
L8_1[2] = L10_1
suites = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = ScriptLib
L2_2 = L2_2.GetGroupVariableValueByGroup
L3_2 = A0_2
L4_2 = "IslandActive"
L5_2 = 155002001
L2_2 = L2_2(L3_2, L4_2, L5_2)
if L2_2 == 1 then
L3_2 = ScriptLib
L3_2 = L3_2.GetGroupVariableValue
L4_2 = A0_2
L5_2 = "gameplayState"
L3_2 = L3_2(L4_2, L5_2)
if L3_2 == 0 then
L3_2 = ScriptLib
L3_2 = L3_2.SetGroupVariableValue
L4_2 = A0_2
L5_2 = "gameplayState"
L6_2 = 1
L3_2(L4_2, L5_2, L6_2)
end
end
L3_2 = UpdateGamePlayState
L4_2 = A0_2
L3_2(L4_2)
L3_2 = 0
return L3_2
end
action_EVENT_GROUP_LOAD_12005 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A1_2.param1
L3_2 = A1_2.param2
if L2_2 == L3_2 then
L2_2 = false
return L2_2
end
L2_2 = A1_2.param1
L3_2 = A1_2.param2
if L2_2 == L3_2 then
L2_2 = false
return L2_2
end
L2_2 = ScriptLib
L2_2 = L2_2.GetGroupVariableValue
L3_2 = A0_2
L4_2 = "gameplayState"
L2_2 = L2_2(L3_2, L4_2)
if L2_2 == 0 then
L2_2 = false
return L2_2
end
L2_2 = true
return L2_2
end
condition_EVENT_VARIABLE_CHANGE_12006 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = UpdateGamePlayState
L3_2 = A0_2
L2_2(L3_2)
L2_2 = 0
return L2_2
end
action_EVENT_VARIABLE_CHANGE_12006 = L8_1
L8_1 = require
L9_1 = "V2_4/EnvState"
L8_1(L9_1)