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

1341 lines
30 KiB
Lua

local L0_1, L1_1, L2_1
L0_1 = {}
L1_1 = {}
L0_1.ActorDic = L1_1
L1_1 = {}
L0_1.Alias2EntityIDDic = L1_1
L1_1 = {}
L0_1.GadgetTriggerDic = L1_1
L1_1 = require
L2_1 = "Actor/DummyActorProxy"
L1_1 = L1_1(L2_1)
L0_1.dummyActor = L1_1
L0_1.tempDefaultAlias = "Temp"
function L1_1()
local L0_2, L1_2, L2_2, L3_2, L4_2
L0_2 = print
L1_2 = "Test1"
L0_2(L1_2)
L0_2 = actorMgr
L1_2 = L0_2
L0_2 = L0_2.CreateActor
L2_2 = actorMgr
L3_2 = "test"
L4_2 = "Actor/Npc/Npc001Test"
L0_2(L1_2, L2_2, L3_2, L4_2)
end
L0_1.OnTest1 = L1_1
function L1_1()
local L0_2, L1_2, L2_2
L0_2 = print
L1_2 = "Test2"
L0_2(L1_2)
L0_2 = actorMgr
L1_2 = L0_2
L0_2 = L0_2.GetActor
L2_2 = "test"
L0_2 = L0_2(L1_2, L2_2)
if L0_2 ~= nil then
L2_2 = L0_2
L1_2 = L0_2.Test
L1_2(L2_2)
end
end
L0_1.OnTest2 = L1_1
function L1_1()
local L0_2, L1_2
L0_2 = print
L1_2 = "Test3"
L0_2(L1_2)
end
L0_1.OnTest3 = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = require
L3_2 = A1_2
L2_2 = L2_2(L3_2)
end
L0_1.TestRequireLua = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = util
L2_2 = L2_2.unrequire
L3_2 = A1_2
L2_2(L3_2)
end
L0_1.ResetTestRequireLua = L1_1
function L1_1()
local L0_2, L1_2, L2_2, L3_2
L0_2 = print
L1_2 = "Actor Manager Init"
L0_2(L1_2)
L0_2 = actorMgr
L1_2 = L0_2
L0_2 = L0_2.CreateActor
L2_2 = "global"
L3_2 = "Actor/GlobalActorProxy"
L0_2 = L0_2(L1_2, L2_2, L3_2)
globalActor = L0_2
end
L0_1.InitGlobal = L1_1
function L1_1()
local L0_2, L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L0_2 = 1
L1_2 = globalCfg
L1_2 = L1_2.initSubActors
L1_2 = #L1_2
L2_2 = 1
for L3_2 = L0_2, L1_2, L2_2 do
L4_2 = globalCfg
L4_2 = L4_2.initSubActors
L4_2 = L4_2[L3_2]
if L4_2 ~= nil then
L5_2 = L4_2.alias
if L5_2 ~= nil then
L5_2 = L4_2.metaPath
if L5_2 ~= nil then
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.CreateActor
L7_2 = L4_2.alias
L8_2 = L4_2.metaPath
L5_2(L6_2, L7_2, L8_2)
end
end
end
end
L0_2 = 1
L1_2 = globalCfg
L1_2 = L1_2.initAddSubActors
L1_2 = #L1_2
L2_2 = 1
for L3_2 = L0_2, L1_2, L2_2 do
L4_2 = globalCfg
L4_2 = L4_2.initAddSubActors
L4_2 = L4_2[L3_2]
if L4_2 ~= nil then
L5_2 = L4_2.alias
if L5_2 ~= nil then
L5_2 = L4_2.metaPath
if L5_2 ~= nil then
L5_2 = actorMgr
L6_2 = L5_2
L5_2 = L5_2.CreateActor
L7_2 = L4_2.alias
L8_2 = L4_2.metaPath
L5_2(L6_2, L7_2, L8_2)
end
end
end
end
end
L0_1.InitSubGlobal = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L3_2 = 1
L4_2 = globalCfg
L4_2 = L4_2.initAddSubActors
L4_2 = #L4_2
L5_2 = 1
for L6_2 = L3_2, L4_2, L5_2 do
L7_2 = globalCfg
L7_2 = L7_2.initAddSubActors
L7_2 = L7_2[L6_2]
if L7_2 ~= nil then
L8_2 = L7_2.alias
if L8_2 == A1_2 then
return
end
end
end
L3_2 = {}
L3_2.alias = A1_2
L3_2.metaPath = A2_2
L4_2 = globalCfg
L4_2 = L4_2.initAddSubActors
L5_2 = globalCfg
L5_2 = L5_2.initAddSubActors
L5_2 = #L5_2
L5_2 = L5_2 + 1
L4_2[L5_2] = L3_2
if L3_2 ~= nil then
L4_2 = L3_2.alias
if L4_2 ~= nil then
L4_2 = L3_2.metaPath
if L4_2 ~= nil then
L4_2 = actorMgr
L5_2 = L4_2
L4_2 = L4_2.CreateActor
L6_2 = L3_2.alias
L7_2 = L3_2.metaPath
L4_2(L5_2, L6_2, L7_2)
end
end
end
end
L0_1.RegisteSubGlobal = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = 1
L3_2 = globalCfg
L3_2 = L3_2.initAddSubActors
L3_2 = #L3_2
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L6_2 = globalCfg
L6_2 = L6_2.initAddSubActors
L6_2 = L6_2[L5_2]
if L6_2 ~= nil then
L7_2 = L6_2.alias
if L7_2 == A1_2 then
L7_2 = globalCfg
L7_2 = L7_2.initAddSubActors
L7_2[L5_2] = nil
end
end
end
end
L0_1.UnregisteSubGlobal = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2
L4_2 = L0_1.GetActorInternal
L5_2 = A0_2
L6_2 = A1_2
L4_2 = L4_2(L5_2, L6_2)
if L4_2 == nil then
L5_2 = require
L6_2 = A2_2
L5_2 = L5_2(L6_2)
L7_2 = L5_2
L6_2 = L5_2.new
L6_2 = L6_2(L7_2)
L4_2 = L6_2
L4_2.metaPath = A2_2
L7_2 = L4_2
L6_2 = L4_2.OnPreInit
L6_2(L7_2)
if A1_2 == nil or A1_2 == "" then
A1_2 = L4_2.defaultAlias
end
L6_2 = L0_1.ActorDic
L6_2[A1_2] = L4_2
L7_2 = L4_2
L6_2 = L4_2.OnInit
L8_2 = A1_2
L6_2(L7_2, L8_2)
L7_2 = L4_2
L6_2 = L4_2.OnPostInit
L6_2(L7_2)
end
if A3_2 == nil then
A3_2 = true
end
if A3_2 then
L6_2 = L4_2
L5_2 = L4_2.Start
L5_2(L6_2)
end
return L4_2
end
L0_1.CreateActor = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2, A11_2, A12_2)
local L13_2, L14_2, L15_2, L16_2, L17_2
L13_2 = {}
L15_2 = A0_2
L14_2 = A0_2.GetRealAlias
L16_2 = A1_2
L17_2 = A12_2
L14_2 = L14_2(L15_2, L16_2, L17_2)
L13_2.alias = L14_2
L13_2.metaPath = A2_2
L13_2.configID = A3_2
L13_2.dataIndex = A4_2
L13_2.bornPos = A5_2
L13_2.bornEuler = A6_2
L13_2.isNetwork = A7_2
L13_2.isAutoStart = A8_2
L13_2.sceneID = A9_2
L13_2.roomID = A11_2
L13_2.questID = A12_2
L13_2.noPerform = A10_2
L13_2.isCheckHide = false
L13_2.dontDestroyOnClear = false
L13_2.ditherShow = false
L13_2.ditherDuration = 0
L14_2 = L0_1.CreateActorWithData
L15_2 = A0_2
L16_2 = L13_2
return L14_2(L15_2, L16_2)
end
L0_1.CreateActorWithPos = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.CreateActorWithDataInternal
L4_2 = A1_2
L5_2 = false
return L2_2(L3_2, L4_2, L5_2)
end
L0_1.CreateActorWithData = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.CreateActorWithDataInternal
L4_2 = A1_2
L5_2 = true
return L2_2(L3_2, L4_2, L5_2)
end
L0_1.CreateLocalActorWithData = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2
L3_2 = A1_2.sceneID
if L3_2 == nil then
L4_2 = sceneData
L3_2 = L4_2.DefaultSceneID
elseif L3_2 == 0 then
L4_2 = sceneData
L4_2 = L4_2.currSceneID
if L4_2 ~= -1 then
L4_2 = sceneData
L3_2 = L4_2.currSceneID
end
end
L4_2 = A1_2.roomID
if L4_2 == nil then
L5_2 = sceneData
L5_2 = L5_2.DefaultSceneID
if L3_2 ~= L5_2 then
L5_2 = sceneData
L5_2 = L5_2.currSceneID
if L3_2 ~= L5_2 then
goto lbl_28
end
end
L4_2 = 0
goto lbl_29
::lbl_28::
L4_2 = 1
end
::lbl_29::
L5_2 = A1_2.questID
if not L5_2 then
L5_2 = 0
end
L6_2 = A1_2.alias
L7_2 = A1_2.metaPath
L8_2 = A1_2.configID
L9_2 = A1_2.dataIndex
L10_2 = A1_2.bornPos
L11_2 = A1_2.bornEuler
L12_2 = A1_2.isNetwork
L13_2 = A1_2.isAutoStart
L13_2 = L13_2 ~= false
L14_2 = A1_2.isCheckHide
L15_2 = A1_2.dontDestroyOnClear
L16_2 = A1_2.clearCmd
if L16_2 then
L17_2 = actorUtils
L17_2 = L17_2.ClearCacheCmdAll
L18_2 = L6_2
L17_2(L18_2)
end
L17_2 = sceneData
L17_2 = L17_2.currSceneID
if L3_2 ~= L17_2 then
L17_2 = sceneData
L17_2 = L17_2.currSceneID
if L17_2 ~= 1001 then
if A2_2 ~= true and L12_2 then
L17_2 = sceneData
L17_2 = L17_2.currSceneID
if L17_2 ~= -1 then
L17_2 = actorUtils
L17_2 = L17_2.NotifyActorPreCreate
L18_2 = L6_2
L17_2(L18_2)
L17_2 = require
L18_2 = L7_2
L17_2 = L17_2(L18_2)
L18_2 = actorUtils
L18_2 = L18_2.NotifyActorCreate
L19_2 = L17_2.actorType
L20_2 = L6_2
L21_2 = L7_2
L22_2 = L8_2
L23_2 = L10_2
L24_2 = L11_2
L25_2 = L3_2
L26_2 = L4_2
L27_2 = L5_2
L28_2 = L13_2
L18_2(L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2, L27_2, L28_2)
end
end
L17_2 = A0_2.dummyActor
L17_2.alias = L6_2
L17_2 = A0_2.dummyActor
return L17_2
end
end
L17_2 = A1_2.noPerform
if L17_2 == nil then
L17_2 = true
end
L18_2 = A1_2.ditherShow
L18_2 = L18_2 == true
L19_2 = A1_2.ditherDuration
L20_2 = actorUtils
L20_2 = L20_2.TrySwitchNpcActor
L21_2 = L8_2
L22_2 = L5_2
L23_2 = L6_2
L20_2 = L20_2(L21_2, L22_2, L23_2)
if L20_2 ~= nil then
L21_2 = L0_1.GetActorInternal
L22_2 = A0_2
L23_2 = L20_2
L21_2 = L21_2(L22_2, L23_2)
L22_2 = L0_1.ClearActor
L23_2 = A0_2
L24_2 = L20_2
L22_2(L23_2, L24_2)
if L21_2 ~= nil then
L21_2.alias = L6_2
L22_2 = L0_1.ActorDic
L22_2[L6_2] = L21_2
end
end
L21_2 = L0_1.GetActorInternal
L22_2 = A0_2
L23_2 = L6_2
L21_2 = L21_2(L22_2, L23_2)
if L21_2 ~= nil then
L23_2 = L21_2
L22_2 = L21_2.IsValid
L22_2 = L22_2(L23_2)
if L22_2 ~= true then
L22_2 = L0_1.ClearActor
L23_2 = A0_2
L24_2 = L6_2
L22_2(L23_2, L24_2)
L21_2 = nil
end
end
if L21_2 ~= nil then
L22_2 = L21_2.defaultAlias
L23_2 = L0_1.tempDefaultAlias
if L22_2 == L23_2 then
L22_2 = require
L23_2 = L7_2
L22_2 = L22_2(L23_2)
L23_2 = L22_2.defaultAlias
L24_2 = L21_2.defaultAlias
if L23_2 ~= L24_2 then
L23_2 = L0_1.ClearActor
L24_2 = A0_2
L25_2 = L6_2
L23_2(L24_2, L25_2)
L21_2 = nil
end
end
end
if L21_2 == nil then
L22_2 = actorUtils
L22_2 = L22_2.NotifyActorPreCreate
L23_2 = L6_2
L22_2(L23_2)
L22_2 = require
L23_2 = L7_2
L22_2 = L22_2(L23_2)
if L22_2 == nil then
L23_2 = CS
L23_2 = L23_2.MoleMole
L23_2 = L23_2.SuperDebug
L23_2 = L23_2.LogError
L24_2 = "[Lua] quest:"
L25_2 = tostring
L26_2 = mainID
L25_2 = L25_2(L26_2)
L26_2 = " check metaPath of "
L27_2 = tostring
L28_2 = L6_2
L27_2 = L27_2(L28_2)
L24_2 = L24_2 .. L25_2 .. L26_2 .. L27_2
L23_2(L24_2)
return L21_2
end
L24_2 = L22_2
L23_2 = L22_2.new
L23_2 = L23_2(L24_2)
L21_2 = L23_2
L21_2.configID = L8_2
L21_2.dataIndex = L9_2
L21_2.bornSceneID = L3_2
L21_2.bornRoomID = L4_2
L21_2.bornQuestID = L5_2
L21_2.bornPos = L10_2
L21_2.bornDir = L11_2
L21_2.isNetwork = L12_2
L21_2.isAutoStart = L13_2
L21_2.actorData = A1_2
L21_2.dontDestroyOnClear = L15_2
L21_2.isLocal = A2_2
L24_2 = L21_2
L23_2 = L21_2.PreGetAlias
L23_2 = L23_2(L24_2)
L25_2 = L21_2
L24_2 = L21_2.OnPreInit
L24_2(L25_2)
if L6_2 == nil or L6_2 == "" then
if L23_2 ~= nil then
L6_2 = L23_2
else
L6_2 = L21_2.defaultAlias
end
end
L21_2.alias = L6_2
L21_2.metaPath = L7_2
L24_2 = L0_1.ActorDic
L24_2[L6_2] = L21_2
L25_2 = L21_2
L24_2 = L21_2.OnInit
L26_2 = L6_2
L24_2(L25_2, L26_2)
L24_2 = print
L25_2 = "NotifyActorCreate actor == nil "
L26_2 = tostring
L27_2 = L5_2
L26_2 = L26_2(L27_2)
L27_2 = " Alias:="
L28_2 = L6_2
L25_2 = L25_2 .. L26_2 .. L27_2 .. L28_2
L24_2(L25_2)
L24_2 = L21_2.uActor
if L24_2 == nil then
L24_2 = L0_1.ActorDic
L24_2[L6_2] = nil
L24_2 = A0_2.dummyActor
L24_2.alias = L6_2
L24_2 = A0_2.dummyActor
return L24_2
else
L25_2 = L21_2
L24_2 = L21_2.OnPostInit
L24_2(L25_2)
L24_2 = L21_2.MarkDitherShow
if L24_2 ~= nil then
L25_2 = L21_2
L24_2 = L21_2.MarkDitherShow
L26_2 = L18_2
L24_2(L25_2, L26_2)
end
if not L14_2 then
L24_2 = L21_2.CheckShow
if L24_2 ~= nil then
L25_2 = L21_2
L24_2 = L21_2.CheckShow
L24_2(L25_2)
end
end
end
else
L23_2 = L21_2
L22_2 = L21_2.OnReuse
L22_2(L23_2)
L22_2 = actorUtils
L22_2 = L22_2.NotifyActorPreCreate
L23_2 = L6_2
L22_2(L23_2)
L23_2 = L21_2
L22_2 = L21_2.ClearAllTask
L22_2(L23_2)
L21_2.bornSceneID = L3_2
L21_2.bornRoomID = L4_2
L21_2.bornQuestID = L5_2
L21_2.isAutoStart = L13_2
L22_2 = print
L23_2 = "NotifyActorCreate actor OnReuse "
L24_2 = tostring
L25_2 = L5_2
L24_2 = L24_2(L25_2)
L25_2 = " Alias:="
L26_2 = L6_2
L23_2 = L23_2 .. L24_2 .. L25_2 .. L26_2
L22_2(L23_2)
L22_2 = L21_2.MarkDitherShow
if L22_2 ~= nil then
L23_2 = L21_2
L22_2 = L21_2.MarkDitherShow
L24_2 = L18_2
L22_2(L23_2, L24_2)
end
L22_2 = L21_2.SetPosAndTurnTo
if L22_2 ~= nil then
L23_2 = L21_2
L22_2 = L21_2.SetPosAndTurnTo
L24_2 = L10_2
L25_2 = M
L25_2 = L25_2.Euler2DirXZ
L26_2 = L11_2
L25_2 = L25_2(L26_2)
L26_2 = L17_2
L22_2(L23_2, L24_2, L25_2, L26_2)
else
L22_2 = L21_2.SetPos
if L22_2 ~= nil then
L23_2 = L21_2
L22_2 = L21_2.SetPos
L24_2 = L10_2
L25_2 = L17_2
L22_2(L23_2, L24_2, L25_2)
end
L22_2 = L21_2.TurnTo
if L22_2 ~= nil then
L23_2 = L21_2
L22_2 = L21_2.TurnTo
L24_2 = M
L24_2 = L24_2.Euler2DirXZ
L25_2 = L11_2
L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2 = L24_2(L25_2)
L22_2(L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2)
end
end
if not L14_2 then
L22_2 = L21_2.CheckShow
if L22_2 ~= nil then
L23_2 = L21_2
L22_2 = L21_2.CheckShow
L22_2(L23_2)
end
end
L23_2 = L21_2
L22_2 = L21_2.ClearActor
L22_2(L23_2)
if A2_2 ~= true then
L22_2 = actorUtils
L22_2 = L22_2.NotifyActorCreate
L23_2 = L21_2.actorType
L24_2 = L6_2
L25_2 = L7_2
L26_2 = L8_2
L27_2 = L10_2
L28_2 = L11_2
L29_2 = L3_2
L30_2 = L4_2
L31_2 = L5_2
L32_2 = L13_2
L22_2(L23_2, L24_2, L25_2, L26_2, L27_2, L28_2, L29_2, L30_2, L31_2, L32_2)
end
L22_2 = actorUtils
L22_2 = L22_2.NotifyActorAutoStart
L23_2 = L8_2
L24_2 = L5_2
L25_2 = L13_2
L22_2(L23_2, L24_2, L25_2)
if L13_2 then
L23_2 = L21_2
L22_2 = L21_2.Start
L22_2(L23_2)
end
end
if L5_2 ~= nil and 0 < L5_2 then
L23_2 = L21_2
L22_2 = L21_2.ResetAsNoDaily
L22_2(L23_2)
end
if L18_2 then
L22_2 = L21_2.DitherToShowWhenAppear
if L22_2 ~= nil then
L23_2 = L21_2
L22_2 = L21_2.DitherToShowWhenAppear
L24_2 = L19_2
L22_2(L23_2, L24_2)
end
end
return L21_2
end
L0_1.CreateActorWithDataInternal = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
if A1_2 == nil then
return
end
L3_2 = A1_2.alias
L4_2 = L0_1.ClearActor
L5_2 = A0_2
L6_2 = L3_2
L4_2(L5_2, L6_2)
A1_2.alias = A2_2
L4_2 = L0_1.ActorDic
L4_2[A2_2] = A1_2
L4_2 = print
L5_2 = "[Actor]Change Alias from "
L6_2 = L3_2
L7_2 = " to "
L8_2 = A2_2
L5_2 = L5_2 .. L6_2 .. L7_2 .. L8_2
L4_2(L5_2)
end
L0_1.ChangeActorAlias = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L5_2 = require
L6_2 = A2_2
L5_2 = L5_2(L6_2)
L6_2 = NG_HSOD_DEBUG
if L6_2 then
L6_2 = tostring
L7_2 = type
L8_2 = L5_2
L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2(L8_2)
L6_2 = L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
if L6_2 ~= "table" then
L6_2 = actorUtils
L6_2 = L6_2.ActorDebugError
L7_2 = "~~~~~~~~~~~~~~~~~~~~~~~~ "
L8_2 = tostring
L9_2 = A3_2
L8_2 = L8_2(L9_2)
L9_2 = " no actor! check this!"
L7_2 = L7_2 .. L8_2 .. L9_2
L6_2(L7_2)
L6_2 = actorUtils
L6_2 = L6_2.ActorDebugError
L7_2 = "create quest actor called "
L8_2 = tostring
L9_2 = A1_2
L8_2 = L8_2(L9_2)
L9_2 = " . "
L10_2 = tostring
L11_2 = A3_2
L10_2 = L10_2(L11_2)
L7_2 = L7_2 .. L8_2 .. L9_2 .. L10_2
L6_2(L7_2)
L6_2 = actorUtils
L6_2 = L6_2.ActorDebugError
L7_2 = tostring
L8_2 = A2_2
L7_2, L8_2, L9_2, L10_2, L11_2 = L7_2(L8_2)
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
end
end
L7_2 = L5_2
L6_2 = L5_2.new
L6_2 = L6_2(L7_2)
L6_2.mainQuestID = A3_2
L6_2.mainQuestConfigID = A4_2
L6_2.metaPath = A2_2
L8_2 = L6_2
L7_2 = L6_2.OnPreInit
L7_2(L8_2)
if A1_2 == nil or A1_2 == "" then
L7_2 = tostring
L8_2 = A3_2
L7_2 = L7_2(L8_2)
A1_2 = L7_2
end
L7_2 = L0_1.ActorDic
L7_2[A1_2] = L6_2
L8_2 = L6_2
L7_2 = L6_2.OnDataLoad
L7_2(L8_2)
L8_2 = L6_2
L7_2 = L6_2.OnHandlerBuild
L7_2(L8_2)
L8_2 = L6_2
L7_2 = L6_2.OnInit
L9_2 = A1_2
L7_2(L8_2, L9_2)
L8_2 = L6_2
L7_2 = L6_2.OnPostInit
L7_2(L8_2)
return L6_2
end
L0_1.CreateQuestActor = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = L0_1.ActorDic
L2_2 = L2_2[A1_2]
if L2_2 == nil then
L3_2 = L0_1.dummyActor
L3_2.alias = A1_2
L3_2 = L0_1.dummyActor
return L3_2
end
return L2_2
end
L0_1.GetActor = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2
if A2_2 ~= nil and A2_2 ~= 0 then
L3_2 = A1_2
L4_2 = tostring
L5_2 = A2_2
L4_2 = L4_2(L5_2)
A1_2 = L3_2 .. L4_2
end
L3_2 = L0_1.ActorDic
L3_2 = L3_2[A1_2]
if L3_2 == nil then
L4_2 = L0_1.dummyActor
L4_2.alias = A1_2
L4_2 = L0_1.dummyActor
return L4_2
end
return L3_2
end
L0_1.GetQuestNPCActor = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2
if A3_2 == nil then
A3_2 = false
end
if A2_2 == nil then
L4_2 = sceneData
A2_2 = L4_2.DefaultSceneID
else
L4_2 = sceneID
if L4_2 == 0 then
L4_2 = sceneData
L4_2 = L4_2.currSceneID
if L4_2 ~= -1 then
L4_2 = sceneData
L4_2 = L4_2.currSceneID
sceneID = L4_2
end
end
end
L5_2 = A0_2
L4_2 = A0_2.GetActorInternal
L6_2 = A1_2
L4_2 = L4_2(L5_2, L6_2)
if A3_2 and L4_2 == nil then
return
end
if L4_2 ~= nil then
L6_2 = L4_2
L5_2 = L4_2.Destroy
L7_2 = A3_2
L5_2(L6_2, L7_2)
else
L5_2 = actorUtils
L5_2 = L5_2.NotifyActorDestroy
L6_2 = A1_2
L7_2 = A2_2
L8_2 = true
L5_2(L6_2, L7_2, L8_2)
end
if A3_2 == false then
L5_2 = actorUtils
L5_2 = L5_2.DestroyLocalGadget
L6_2 = A1_2
L5_2(L6_2)
end
end
L0_1.DestroyEntityActor = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = L0_1.GetActorInternal
L4_2 = A0_2
L5_2 = A1_2
L3_2 = L3_2(L4_2, L5_2)
if L3_2 ~= nil then
L5_2 = L3_2
L4_2 = L3_2.Destroy
L6_2 = A2_2
L4_2(L5_2, L6_2)
elseif A2_2 ~= true then
L4_2 = actorUtils
L4_2 = L4_2.NotifyNpcActorDestroyByAlias
L5_2 = A1_2
L6_2 = true
L4_2(L5_2, L6_2)
end
end
L0_1.DestroyNpcActorByAlias = L1_1
function L1_1(A0_2, A1_2)
local L2_2
L2_2 = L0_1.ActorDic
L2_2 = L2_2[A1_2]
return L2_2
end
L0_1.GetActorInternal = L1_1
function L1_1(A0_2, A1_2)
local L2_2
L2_2 = L0_1.ActorDic
L2_2[A1_2] = nil
end
L0_1.ClearActor = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2
L3_2 = L0_1.GetActorInternal
L4_2 = A0_2
L5_2 = A1_2
L3_2 = L3_2(L4_2, L5_2)
if L3_2 ~= nil then
L5_2 = L3_2
L4_2 = L3_2.Destroy
L6_2 = A2_2
L7_2 = true
L4_2(L5_2, L6_2, L7_2)
end
L4_2 = L0_1.ActorDic
L4_2[A1_2] = nil
end
L0_1.DestroyActor = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = L0_1.GetActorInternal
L3_2 = A0_2
L4_2 = A1_2
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L3_2 = L2_2.metaPath
L5_2 = L2_2
L4_2 = L2_2.Destroy
L6_2 = false
L4_2(L5_2, L6_2)
if L3_2 ~= nil then
L4_2 = util
L4_2 = L4_2.unrequire
L5_2 = L3_2
L4_2(L5_2)
end
end
L3_2 = L0_1.ActorDic
L3_2[A1_2] = nil
end
L0_1.DestroyActorMeta = L1_1
function L1_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L1_2 = pairs
L2_2 = L0_1.ActorDic
L1_2, L2_2, L3_2 = L1_2(L2_2)
for L4_2, L5_2 in L1_2, L2_2, L3_2 do
L6_2 = nil
if L5_2 ~= nil then
L6_2 = L5_2.metaPath
end
L7_2 = L0_1.DestroyActor
L8_2 = L0_1
L9_2 = L4_2
L10_2 = false
L7_2(L8_2, L9_2, L10_2)
if L6_2 ~= nil then
L7_2 = util
L7_2 = L7_2.unrequire
L8_2 = L6_2
L7_2(L8_2)
end
end
end
L0_1.Destroy = L1_1
function L1_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L1_2 = pairs
L2_2 = L0_1.ActorDic
L1_2, L2_2, L3_2 = L1_2(L2_2)
for L4_2, L5_2 in L1_2, L2_2, L3_2 do
if L5_2 ~= nil then
L6_2 = L5_2.dontDestroyOnClear
if not L6_2 then
L6_2 = nil
if L5_2 ~= nil then
L6_2 = L5_2.metaPath
end
L7_2 = L0_1.DestroyActor
L8_2 = L0_1
L9_2 = L4_2
L10_2 = false
L7_2(L8_2, L9_2, L10_2)
if L6_2 ~= nil then
L7_2 = util
L7_2 = L7_2.unrequire
L8_2 = L6_2
L7_2(L8_2)
end
end
end
end
end
L0_1.DestroySoft = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = L0_1.GetActorInternal
L3_2 = A0_2
L4_2 = A1_2
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.Start
L3_2(L4_2)
end
end
L0_1.StartActor = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2
L3_2 = L0_1.Alias2EntityIDDic
L3_2[A1_2] = A2_2
end
L0_1.SetEntityHandler = L1_1
function L1_1(A0_2, A1_2)
local L2_2
L2_2 = L0_1.Alias2EntityIDDic
L2_2 = L2_2[A1_2]
return L2_2
end
L0_1.GetEntityHandler = L1_1
function L1_1(A0_2, A1_2)
local L2_2
L2_2 = L0_1.Alias2EntityIDDic
L2_2[A1_2] = nil
end
L0_1.DestroyEntityHandler = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2)
local L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2
L8_2 = NG_HSOD_DEBUG
if L8_2 then
L8_2 = assert
L9_2 = A2_2.id
L9_2 = L9_2 ~= nil
L10_2 = "CreateNPCActorData : npc alias is null in shareconfig"
L8_2(L9_2, L10_2)
L8_2 = assert
L9_2 = A2_2.alias
L9_2 = L9_2 ~= nil
L10_2 = "CreateNPCActorData : npc alias is null in shareconfig"
L8_2(L9_2, L10_2)
L8_2 = assert
L9_2 = A2_2.script
L9_2 = L9_2 ~= nil
L10_2 = "CreateNPCActorData : npc script is null in shareconfig"
L8_2(L9_2, L10_2)
L8_2 = assert
L9_2 = A2_2.pos
L9_2 = L9_2 ~= nil or A4_2 ~= nil
L10_2 = "CreateNPCActorData : npc pos is null in shareconfig or param"
L8_2(L9_2, L10_2)
end
L8_2 = {}
L9_2 = A2_2.scene_id
L8_2.sceneID = L9_2
L9_2 = L8_2.sceneID
if L9_2 == nil then
L10_2 = sceneData
L9_2 = L10_2.DefaultSceneID
elseif L9_2 == 0 then
L10_2 = sceneData
L10_2 = L10_2.currSceneID
if L10_2 ~= -1 then
L10_2 = sceneData
L9_2 = L10_2.currSceneID
end
end
L10_2 = A2_2.alias
L11_2 = A2_2.id
if A3_2 ~= nil then
L13_2 = A3_2
L12_2 = A3_2.IsRandom
L12_2 = L12_2(L13_2)
if L12_2 then
L13_2 = A3_2
L12_2 = A3_2.GetRandomFactorValue
L14_2 = A2_2.id
L12_2 = L12_2(L13_2, L14_2)
L13_2 = tonumber
L14_2 = L12_2
L13_2 = L13_2(L14_2)
L11_2 = L13_2
L14_2 = A3_2
L13_2 = A3_2.GetRandomNpcAlias
L15_2 = L12_2
L13_2 = L13_2(L14_2, L15_2)
L10_2 = L13_2
if A4_2 == nil or A5_2 == nil then
L14_2 = A3_2
L13_2 = A3_2.GetRandomFactorValue
L15_2 = A2_2.pos
L13_2 = L13_2(L14_2, L15_2)
L14_2 = sceneData
L15_2 = L14_2
L14_2 = L14_2.GetDummyPoint
L16_2 = L9_2
L17_2 = L13_2
L14_2 = L14_2(L15_2, L16_2, L17_2)
if L14_2 ~= nil then
A4_2 = L14_2.pos
A5_2 = L14_2.rot
else
L15_2 = M
L15_2 = L15_2.Pos
L16_2 = 0
L17_2 = 0
L18_2 = 0
L15_2 = L15_2(L16_2, L17_2, L18_2)
A4_2 = L15_2
L15_2 = M
L15_2 = L15_2.Pos
L16_2 = 0
L17_2 = 0
L18_2 = 0
L15_2 = L15_2(L16_2, L17_2, L18_2)
A5_2 = L15_2
L15_2 = CS
L15_2 = L15_2.MoleMole
L15_2 = L15_2.SuperDebug
L15_2 = L15_2.LogError
L16_2 = "[Lua]Quest CreateNPCActorData Random questId:"
L17_2 = tostring
L18_2 = A1_2
L17_2 = L17_2(L18_2)
L18_2 = " npc pos:"
L19_2 = tostring
L20_2 = L13_2
L19_2 = L19_2(L20_2)
L20_2 = " currScene: "
L21_2 = tostring
L22_2 = sceneData
L22_2 = L22_2.currSceneID
L21_2 = L21_2(L22_2)
L16_2 = L16_2 .. L17_2 .. L18_2 .. L19_2 .. L20_2 .. L21_2
L15_2(L16_2)
end
end
else
L13_2 = A3_2
L12_2 = A3_2.GetRealAlias
L14_2 = L10_2
L15_2 = A1_2
L12_2 = L12_2(L13_2, L14_2, L15_2)
L10_2 = L12_2
end
end
L8_2.configID = L11_2
L8_2.sceneID = L9_2
L8_2.alias = L10_2
L12_2 = A2_2.script
L8_2.metaPath = L12_2
L12_2 = A2_2.room_id
L8_2.roomID = L12_2
if A4_2 ~= nil then
L8_2.bornPos = A4_2
else
L12_2 = sceneData
L13_2 = L12_2
L12_2 = L12_2.GetDummyPoint
L14_2 = L9_2
L15_2 = A2_2.pos
L12_2 = L12_2(L13_2, L14_2, L15_2)
if L12_2 ~= nil then
L13_2 = L12_2.pos
L8_2.bornPos = L13_2
else
L13_2 = CS
L13_2 = L13_2.MoleMole
L13_2 = L13_2.SuperDebug
L13_2 = L13_2.LogError
L14_2 = "[Lua]Quest CreateNPCActorData questId:"
L15_2 = tostring
L16_2 = A1_2
L15_2 = L15_2(L16_2)
L16_2 = " npc pos:"
L17_2 = tostring
L18_2 = A2_2.pos
L17_2 = L17_2(L18_2)
L18_2 = " currScene: "
L19_2 = tostring
L20_2 = sceneData
L20_2 = L20_2.currSceneID
L19_2 = L19_2(L20_2)
L14_2 = L14_2 .. L15_2 .. L16_2 .. L17_2 .. L18_2 .. L19_2
L13_2(L14_2)
L13_2 = M
L13_2 = L13_2.Pos
L14_2 = 0
L15_2 = 0
L16_2 = 0
L13_2 = L13_2(L14_2, L15_2, L16_2)
L8_2.bornPos = L13_2
end
end
if A5_2 ~= nil then
L8_2.bornEuler = A5_2
else
L12_2 = sceneData
L13_2 = L12_2
L12_2 = L12_2.GetDummyPoint
L14_2 = L9_2
L15_2 = A2_2.pos
L12_2 = L12_2(L13_2, L14_2, L15_2)
if L12_2 ~= nil then
L13_2 = L12_2.rot
L8_2.bornEuler = L13_2
else
L13_2 = CS
L13_2 = L13_2.MoleMole
L13_2 = L13_2.SuperDebug
L13_2 = L13_2.LogError
L14_2 = "[Lua]Quest CreateNPCActorData questId:"
L15_2 = tostring
L16_2 = A1_2
L15_2 = L15_2(L16_2)
L16_2 = " npc pos:"
L17_2 = tostring
L18_2 = A2_2.pos
L17_2 = L17_2(L18_2)
L18_2 = " currScene: "
L19_2 = tostring
L20_2 = sceneData
L20_2 = L20_2.currSceneID
L19_2 = L19_2(L20_2)
L14_2 = L14_2 .. L15_2 .. L16_2 .. L17_2 .. L18_2 .. L19_2
L13_2(L14_2)
L13_2 = M
L13_2 = L13_2.Pos
L14_2 = 0
L15_2 = 0
L16_2 = 0
L13_2 = L13_2(L14_2, L15_2, L16_2)
L8_2.bornEuler = L13_2
end
end
L8_2.questID = A1_2
L8_2.dataIndex = 0
L8_2.isNetwork = true
L12_2 = A2_2.isAutoStart
L12_2 = L12_2 ~= false
L8_2.isAutoStart = L12_2
L8_2.isCheckHide = false
L8_2.noPerform = true
L8_2.dontDestroyOnClear = false
L8_2.clearCmd = true
L8_2.ditherShow = A6_2
L8_2.ditherDuration = A7_2
return L8_2
end
L0_1.CreateNPCActorData = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2)
local L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2
if A3_2 == nil then
L10_2 = print
L11_2 = "try to create npc"
L12_2 = A2_2
L13_2 = " on "
L14_2 = A1_2
L15_2 = "but data not exist"
L11_2 = L11_2 .. L12_2 .. L13_2 .. L14_2 .. L15_2
L10_2(L11_2)
return
end
L10_2 = A3_2.npcs
if L10_2 == nil then
L11_2 = print
L12_2 = "try to create npc"
L13_2 = A2_2
L14_2 = " on "
L15_2 = A1_2
L16_2 = "but npcs not in data"
L12_2 = L12_2 .. L13_2 .. L14_2 .. L15_2 .. L16_2
L11_2(L12_2)
return
end
L11_2 = NG_HSOD_DEBUG
if L11_2 then
L11_2 = actorUtils
L11_2 = L11_2.CheckActorCreateMainQuestId
L12_2 = A1_2
L11_2(L12_2)
end
L11_2 = nil
L12_2 = #L10_2
if A5_2 == nil or A5_2 == 0 then
L13_2 = 1
L14_2 = L12_2
L15_2 = 1
for L16_2 = L13_2, L14_2, L15_2 do
L17_2 = L10_2[L16_2]
if L17_2 ~= nil then
if A2_2 ~= nil then
L18_2 = L17_2.id
if L18_2 == A2_2 then
L11_2 = L17_2
break
end
else
L11_2 = L17_2
break
end
end
end
elseif A5_2 <= L12_2 then
L11_2 = L10_2[A5_2]
else
L13_2 = print
L14_2 = "try to create npc"
L15_2 = A2_2
L16_2 = " on "
L17_2 = A1_2
L18_2 = " index out of range"
L14_2 = L14_2 .. L15_2 .. L16_2 .. L17_2 .. L18_2
L13_2(L14_2)
end
if L11_2 ~= nil then
L14_2 = A0_2
L13_2 = A0_2.CreateNPCActorData
L15_2 = A1_2
L16_2 = L11_2
L17_2 = A4_2
L18_2 = A6_2
L19_2 = A7_2
L20_2 = A8_2
L21_2 = A9_2
L13_2 = L13_2(L14_2, L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2)
L14_2 = actorMgr
L15_2 = L14_2
L14_2 = L14_2.CreateActorWithData
L16_2 = L13_2
return L14_2(L15_2, L16_2)
end
L13_2 = nil
return L13_2
end
L0_1.CreateQuestNpcActorInternal = L1_1
function L1_1(A0_2, A1_2, A2_2)
local L3_2, L4_2
if A2_2 == nil or A2_2 == 0 then
return A1_2
end
L3_2 = A1_2
L4_2 = A2_2
L3_2 = L3_2 .. L4_2
return L3_2
end
L0_1.GetRealAlias = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.NotifyTo
L4_2 = A1_2
L5_2 = NpcUtil
L5_2 = L5_2.NpcEventType
L5_2 = L5_2.BANDAILY
L6_2 = true
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L0_1.NotifyBanDailyExternal = L1_1
function L1_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = globalActor
L3_2 = L2_2
L2_2 = L2_2.NotifyTo
L4_2 = A1_2
L5_2 = NpcUtil
L5_2 = L5_2.NpcEventType
L5_2 = L5_2.STARTDAILY
L6_2 = true
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L0_1.NotifyStartDailyExternal = L1_1
return L0_1