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

2075 lines
44 KiB
Lua

local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Actor/ActorCommon"
L0_1(L1_1)
L0_1 = require
L1_1 = "Actor/BaseActorProxy"
L0_1 = L0_1(L1_1)
L1_1 = class
L2_1 = "EntityActorProxy"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L2_1 = nil
function L3_1(A0_2)
local L1_2
L1_2 = A0_2.__super
L2_1 = L1_2
end
L1_1.OnPreInit = L3_1
function L3_1(A0_2)
local L1_2
L1_2 = nil
return L1_2
end
L1_1.PreGetAlias = L3_1
L1_1.configID = nil
L1_1.bornPos = nil
L1_1.bornDir = nil
L1_1.isNetwork = false
L3_1 = ActorType
L3_1 = L3_1.BASE_ENTITY
L1_1.actorType = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = L2_1
L3_2 = L2_2
L2_2 = L2_2.OnInit
L4_2 = A1_2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.CreateUActor
L4_2 = A1_2
L2_2 = L2_2(L3_2, L4_2)
A0_2.uActor = L2_2
L4_2 = A0_2
L3_2 = A0_2.Register
L3_2(L4_2)
end
L1_1.OnInit = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = actorUtils
L2_2 = L2_2.CreateActor
L3_2 = A0_2
L4_2 = ActorType
L4_2 = L4_2.BASE_ENTITY
L5_2 = A1_2
L6_2 = A0_2.metaPath
L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2)
return L2_2
end
L1_1.CreateUActor = L3_1
function L3_1(A0_2)
local L1_2
end
L1_1.Register = L3_1
function L3_1(A0_2)
local L1_2
end
L1_1.Start = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.GetPropValue
L4_2 = A1_2
return L2_2(L3_2, L4_2)
end
L1_1.GetPropValue = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
if A1_2 == nil then
L2_2 = actorUtils
L2_2 = L2_2.ActorDebugError
L3_2 = A0_2.alias
L4_2 = "lua position not invalid"
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
return
end
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.WalkTo
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.WalkTo = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.WalkToRoute
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.WalkToRoute = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.WalkToRouteByData
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.WalkToRouteByData = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
if A1_2 == nil then
L2_2 = actorUtils
L2_2 = L2_2.ActorDebugError
L3_2 = A0_2.alias
L4_2 = "lua position not invalid"
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
return
end
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.RunTo
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.RunTo = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.RunToRoute
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.RunToRoute = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.RunToRouteByData
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.RunToRouteByData = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.Standby
L3_2 = false
L1_2(L2_2, L3_2)
end
L1_1.Standby = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.Standby
L3_2 = true
L1_2(L2_2, L3_2)
end
L1_1.StandbyNoResume = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.ResumeMove
L1_2(L2_2)
end
L1_1.ResumeMove = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.PlayDefault
L1_2(L2_2)
end
L1_1.PlayDefault = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SyncPos
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.SyncPos = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.DoingFreeStyle
return L1_2(L2_2)
end
L1_1.DoingFreeStyle = L3_1
function L3_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
if A2_2 == nil then
A2_2 = true
end
if nil == A4_2 then
A4_2 = true
end
if A5_2 == nil then
A5_2 = true
end
if A6_2 == nil then
A6_2 = true
end
if A7_2 == nil then
A7_2 = false
end
L8_2 = A0_2.uActor
L9_2 = L8_2
L8_2 = L8_2.DoFreeStyle
L10_2 = A1_2
L11_2 = A2_2
L12_2 = A3_2
L13_2 = A4_2
L14_2 = A5_2
L15_2 = A6_2
L16_2 = A7_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2, L16_2)
end
L1_1.DoFreeStyle = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2)
local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
if A2_2 == nil then
A2_2 = true
end
if nil == A4_2 then
A4_2 = true
end
if A5_2 == nil then
A5_2 = false
end
L6_2 = A0_2.uActor
L7_2 = L6_2
L6_2 = L6_2.DoFreeStyle
L8_2 = A1_2
L9_2 = A2_2
L10_2 = A3_2
L11_2 = A4_2
L12_2 = false
L13_2 = A5_2
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
end
L1_1.DoFreeStyleNoResetRoute = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.DoFreeStateTrigger
L1_2(L2_2)
end
L1_1.DoFreeStateTrigger = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.CancelDefaultFreeStyle
L1_2(L2_2)
end
L1_1.CancelDefaultFreeStyle = L3_1
function L3_1(A0_2, A1_2)
end
L1_1.InvokeOnResetFreeStyle = L3_1
function L3_1(A0_2)
local L1_2
end
L1_1.InvokeOnFinalTalkFinish = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.TurnTo
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.TurnTo = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.TurnToAvatar
L1_2(L2_2)
end
L1_1.TurnToAvatar = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetPos
return L1_2(L2_2)
end
L1_1.GetPos = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetEuler
return L1_2(L2_2)
end
L1_1.GetEuler = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetForward
return L1_2(L2_2)
end
L1_1.GetForward = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetDistFromAvatarToSelf
return L1_2(L2_2)
end
L1_1.GetDistFromAvatarToSelf = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetDirFromSelfToAvatar
return L1_2(L2_2)
end
L1_1.GetDirFromSelfToAvatar = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.IsInIdle
return L1_2(L2_2)
end
L1_1.IsInIdle = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.IsTalking
return L1_2(L2_2)
end
L1_1.IsTalking = L3_1
function L3_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 = true
end
L4_2 = A0_2.uActor
L5_2 = L4_2
L4_2 = L4_2.SetPosAndTurnTo
L6_2 = A1_2
L7_2 = A2_2
L8_2 = A3_2
L4_2(L5_2, L6_2, L7_2, L8_2)
end
L1_1.SetPosAndTurnTo = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
if A2_2 == nil then
A2_2 = true
end
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.SetPos
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.SetPos = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.GetEuler
return L1_2(L2_2)
end
L1_1.GetEuler = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.IsHided
L4_2 = A1_2
return L2_2(L3_2, L4_2)
end
L1_1.IsHided = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.Hide
L4_2 = A1_2
L5_2 = true
L2_2(L3_2, L4_2, L5_2)
end
L1_1.Hide = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.Stop
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.Hide
L3_2 = true
L1_2(L2_2, L3_2)
end
L1_1.HideSelf = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.Hide
L3_2 = false
L1_2(L2_2, L3_2)
end
L1_1.ShowSelf = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.CheckShow
L1_2(L2_2)
end
L1_1.CheckShow = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SitOnChair
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.SitOnChair = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.StandFromChair
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.StandFromChair = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.SetWalkSpeedRatio
L5_2 = A1_2
L6_2 = A2_2 ~= false
L3_2(L4_2, L5_2, L6_2)
end
L1_1.SetWalkSpeedRatio = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.ResetWalkSpeedRatio
L1_2(L2_2)
end
L1_1.ResetWalkSpeedRatio = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.EnableAI
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.EnableAI = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.EnableInteraction
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.EnableInteraction = L3_1
L1_1.targetPos = nil
L1_1.routePoints = nil
L1_1.routeConfig = nil
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.WalkTo
L4_2 = A0_2.targetPos
L2_2(L3_2, L4_2)
end
L1_1.StartWalkTo = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.WalkToRoute
L4_2 = A0_2.routePoints
L2_2(L3_2, L4_2)
end
L1_1.StartWalkToRoute = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.WalkToRouteByData
L4_2 = A0_2.routeConfig
L2_2(L3_2, L4_2)
end
L1_1.StartWalkToRouteByData = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.RunTo
L4_2 = A0_2.targetPos
L2_2(L3_2, L4_2)
end
L1_1.StartRunTo = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.RunToRoute
L4_2 = A0_2.routePoints
L2_2(L3_2, L4_2)
end
L1_1.StartRunToRoute = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.RunToRouteByData
L4_2 = A0_2.routeConfig
L2_2(L3_2, L4_2)
end
L1_1.StartRunToRouteByData = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.BeFollowState
L3_2 = BeFollowState
L3_2 = L3_2.ING
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.RunTo
L4_2 = A0_2.targetPos
L2_2(L3_2, L4_2)
end
end
L1_1.StartFollowRunTo = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.BeFollowState
L3_2 = BeFollowState
L3_2 = L3_2.ING
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.RunToRoute
L4_2 = A0_2.routePoints
L2_2(L3_2, L4_2)
end
end
L1_1.StartFollowRunToRoute = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.BeFollowState
L3_2 = BeFollowState
L3_2 = L3_2.ING
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.RunToRouteByData
L4_2 = A0_2.routeConfig
L2_2(L3_2, L4_2)
end
end
L1_1.StartFollowRunToRouteByData = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.BeFollowState
L3_2 = BeFollowState
L3_2 = L3_2.ING
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.WalkTo
L4_2 = A0_2.targetPos
L2_2(L3_2, L4_2)
end
end
L1_1.StartFollowWalkTo = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.BeFollowState
L3_2 = BeFollowState
L3_2 = L3_2.ING
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.WalkToRoute
L4_2 = A0_2.routePoints
L2_2(L3_2, L4_2)
end
end
L1_1.StartFollowWalkToRoute = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.BeFollowState
L3_2 = BeFollowState
L3_2 = L3_2.ING
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.WalkToRouteByData
L4_2 = A0_2.routeConfig
L2_2(L3_2, L4_2)
end
end
L1_1.StartFollowWalkToRouteByData = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2
L3_2 = A0_2.targetPos
if L3_2 == nil then
L4_2 = A1_2
L3_2 = A1_2.FinishTask
L3_2(L4_2)
end
end
L1_1.CheckArrived = L3_1
L1_1.PauseLen = 10
L1_1.ResumeLen = 10
L1_1.BeFollowFailedLen = 20
L3_1 = BeFollowState
L3_1 = L3_1.ING
L1_1.BeFollowState = L3_1
L1_1.BeFollowFailed = nil
L1_1.OnTransFinishCallback = nil
L1_1.OnTransPreCallback = nil
L1_1.TransOffset = 1
L1_1.IsBeLocked = false
L1_1.BeLockTransLen = 30
L1_1.OnFinishCB = nil
L1_1.OnMovePauseCB = nil
L1_1.OnMoveResumeCB = nil
L1_1.OnMoveFailedCB = nil
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "FinishFollow"
L4_2 = A0_2.OnFinishCB
L5_2 = A0_2.PauseLen
L6_2 = A0_2.ResumeLen
L7_2 = A0_2.BeFollowState
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
L2_2 = BeFollowState
L2_2 = L2_2.SUCCESS
A0_2.BeFollowState = L2_2
L2_2 = A0_2.OnFinishCB
if L2_2 ~= nil then
L3_2 = A0_2
L2_2 = A0_2.OnFinishCB
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
end
L1_1.FinishFollow = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2.targetPos
if L3_2 == nil then
L4_2 = A1_2
L3_2 = A1_2.FinishTask
L3_2(L4_2)
end
L4_2 = A0_2
L3_2 = A0_2.GetDistFromAvatarToSelf
L3_2 = L3_2(L4_2)
L4_2 = A0_2.BeFollowFailedLen
if 0 <= L4_2 then
L4_2 = A0_2.BeFollowFailedLen
if L3_2 > L4_2 then
L4_2 = print
L5_2 = "Failed"
L4_2(L5_2)
L4_2 = BeFollowState
L4_2 = L4_2.FAILED
A0_2.BeFollowState = L4_2
L5_2 = A1_2
L4_2 = A1_2.FinishTask
L4_2(L5_2)
end
else
L4_2 = A0_2.PauseLen
if L3_2 > L4_2 then
L4_2 = A0_2.BeFollowState
L5_2 = BeFollowState
L5_2 = L5_2.WAITING
if L4_2 ~= L5_2 then
L4_2 = BeFollowState
L4_2 = L4_2.WAITING
A0_2.BeFollowState = L4_2
L5_2 = A0_2
L4_2 = A0_2.Standby
L4_2(L5_2)
end
else
L4_2 = A0_2.ResumeLen
if L3_2 <= L4_2 then
L4_2 = A0_2.BeFollowState
L5_2 = BeFollowState
L5_2 = L5_2.WAITING
if L4_2 == L5_2 then
L4_2 = BeFollowState
L4_2 = L4_2.ING
A0_2.BeFollowState = L4_2
L5_2 = A0_2
L4_2 = A0_2.RunTo
L6_2 = A0_2.targetPos
L4_2(L5_2, L6_2)
end
end
end
end
end
L1_1.CheckBeFollow = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = BeFollowState
L2_2 = L2_2.FAILED
A0_2.BeFollowState = L2_2
L3_2 = A1_2
L2_2 = A1_2.FinishTask
L2_2(L3_2)
end
L1_1.DisappearFollow = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2.targetPos
if L3_2 == nil then
L4_2 = A1_2
L3_2 = A1_2.FinishTask
L3_2(L4_2)
end
L4_2 = A0_2
L3_2 = A0_2.GetDistFromAvatarToSelf
L3_2 = L3_2(L4_2)
L4_2 = A0_2.BeFollowFailedLen
if 0 <= L4_2 then
L4_2 = A0_2.BeFollowFailedLen
if L3_2 > L4_2 then
L4_2 = print
L5_2 = "Failed"
L4_2(L5_2)
L4_2 = BeFollowState
L4_2 = L4_2.FAILED
A0_2.BeFollowState = L4_2
L4_2 = A0_2.OnFinishCB
if L4_2 ~= nil then
L5_2 = A0_2
L4_2 = A0_2.OnFinishCB
L6_2 = A1_2
L4_2(L5_2, L6_2)
end
L4_2 = A0_2.OnMoveFailedCB
if L4_2 ~= nil then
L5_2 = A0_2
L4_2 = A0_2.OnMoveFailedCB
L4_2(L5_2)
end
end
else
L4_2 = A0_2.PauseLen
if L3_2 > L4_2 then
L4_2 = A0_2.BeFollowState
L5_2 = BeFollowState
L5_2 = L5_2.WAITING
if L4_2 ~= L5_2 then
L4_2 = BeFollowState
L4_2 = L4_2.WAITING
A0_2.BeFollowState = L4_2
L4_2 = A0_2.OnMovePauseCB
if L4_2 == nil then
L5_2 = A0_2
L4_2 = A0_2.Standby
L4_2(L5_2)
else
L5_2 = A0_2
L4_2 = A0_2.OnMovePauseCB
L4_2(L5_2)
end
end
else
L4_2 = A0_2.ResumeLen
if L3_2 <= L4_2 then
L4_2 = A0_2.BeFollowState
L5_2 = BeFollowState
L5_2 = L5_2.WAITING
if L4_2 == L5_2 then
L4_2 = A0_2.ForcePauseFollowRoute
if L4_2 ~= true then
L4_2 = BeFollowState
L4_2 = L4_2.ING
A0_2.BeFollowState = L4_2
L4_2 = A0_2.OnMoveResumeCB
if L4_2 == nil then
L5_2 = A0_2
L4_2 = A0_2.ResumeMove
L4_2(L5_2)
else
L5_2 = A0_2
L4_2 = A0_2.OnMoveResumeCB
L4_2(L5_2)
end
end
end
end
end
end
end
L1_1.CheckBeFollowRoute = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = BeFollowState
L2_2 = L2_2.FAILED
A0_2.BeFollowState = L2_2
L2_2 = A0_2.OnFinishCB
if L2_2 ~= nil then
L3_2 = A0_2
L2_2 = A0_2.OnFinishCB
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L2_2 = A0_2.OnMoveFailedCB
if L2_2 ~= nil then
L3_2 = A0_2
L2_2 = A0_2.OnMoveFailedCB
L2_2(L3_2)
end
end
L1_1.DisappearFollowRoute = L3_1
function L3_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
L4_2 = A0_2
L3_2 = A0_2.GetPos
L3_2 = L3_2(L4_2)
L4_2 = actorUtils
L4_2 = L4_2.GetAvatarPos
L4_2 = L4_2()
L5_2 = M
L5_2 = L5_2.Dist
L6_2 = L3_2
L7_2 = L4_2
L5_2 = L5_2(L6_2, L7_2)
L6_2 = A0_2.BeLockTransLen
if 0 <= L6_2 then
L6_2 = A0_2.BeLockTransLen
if L5_2 > L6_2 then
L6_2 = A0_2.IsBeLocked
if L6_2 == false then
A0_2.IsBeLocked = true
L7_2 = A0_2
L6_2 = A0_2.Standby
L6_2(L7_2)
L6_2 = M
L6_2 = L6_2.Dir2Euler
L7_2 = L3_2 - L4_2
L6_2 = L6_2(L7_2)
L7_2 = nil
L8_2 = type
L9_2 = A0_2.TransOffset
L8_2 = L8_2(L9_2)
if L8_2 == "number" then
L8_2 = A0_2.TransOffset
L10_2 = A0_2
L9_2 = A0_2.GetForward
L9_2 = L9_2(L10_2)
L8_2 = L8_2 * L9_2
L7_2 = L3_2 - L8_2
else
L7_2 = A0_2.TransOffset
end
L9_2 = A0_2
L8_2 = A0_2.SyncPos
L10_2 = 0
L8_2(L9_2, L10_2)
L9_2 = A0_2
L8_2 = A0_2.TransmitPlayer
L10_2 = 0
L11_2 = L7_2
L12_2 = L6_2
function L13_2(A0_3)
local L1_3, L2_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.OnTransFinishCallback
L1_3(L2_3)
end
function L14_2(A0_3)
local L1_3, L2_3
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.OnTransPreCallback
L1_3(L2_3)
end
L8_2 = L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2)
if L8_2 == false then
A0_2.IsBeLocked = false
end
end
end
else
L6_2 = A0_2.BeLockTransLen
if L5_2 <= L6_2 then
L6_2 = A0_2.IsBeLocked
if L6_2 == true then
A0_2.IsBeLocked = false
end
end
end
end
L1_1.CheckBeLock = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2
L8_2 = A0_2
L7_2 = A0_2.ClearFollowTask
L7_2(L8_2)
A0_2.targetPos = A1_2
L8_2 = A0_2
L7_2 = A0_2.CreateTask
L9_2 = TaskID
L9_2 = L9_2.MOVE_TASK_ID
L10_2 = LuaTaskType
L10_2 = L10_2.MOVE
L11_2 = "Move"
L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.StartEvent
L10_2 = "+"
L11_2 = A0_2.StartWalkTo
L8_2(L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.TickEvent
L10_2 = "+"
L11_2 = A0_2.CheckArrived
L8_2(L9_2, L10_2, L11_2)
if A2_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.FinishEvent
L10_2 = "+"
L11_2 = A2_2
L8_2(L9_2, L10_2, L11_2)
end
if A3_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.PauseEvent
L10_2 = "+"
L11_2 = A3_2
L8_2(L9_2, L10_2, L11_2)
end
if A4_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.ResumeEvent
L10_2 = "+"
L11_2 = A4_2
L8_2(L9_2, L10_2, L11_2)
end
if A5_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DisappearEvent
L10_2 = "+"
L11_2 = A5_2
L8_2(L9_2, L10_2, L11_2)
end
if A6_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DestroyEvent
L10_2 = "+"
L11_2 = A6_2
L8_2(L9_2, L10_2, L11_2)
end
end
L1_1.WalkToTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2
L7_2 = print
L8_2 = "Walk to route task"
L7_2(L8_2)
L8_2 = A0_2
L7_2 = A0_2.ClearFollowTask
L7_2(L8_2)
L7_2 = #A1_2
L7_2 = A1_2[L7_2]
A0_2.targetPos = L7_2
A0_2.routePoints = A1_2
L8_2 = A0_2
L7_2 = A0_2.CreateTask
L9_2 = TaskID
L9_2 = L9_2.MOVE_TASK_ID
L10_2 = LuaTaskType
L10_2 = L10_2.MOVE
L11_2 = "Move"
L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.StartEvent
L10_2 = "+"
L11_2 = A0_2.StartWalkToRoute
L8_2(L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.TickEvent
L10_2 = "+"
L11_2 = A0_2.CheckArrived
L8_2(L9_2, L10_2, L11_2)
if A2_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.FinishEvent
L10_2 = "+"
L11_2 = A2_2
L8_2(L9_2, L10_2, L11_2)
end
if A3_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.PauseEvent
L10_2 = "+"
L11_2 = A3_2
L8_2(L9_2, L10_2, L11_2)
end
if A4_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.ResumeEvent
L10_2 = "+"
L11_2 = A4_2
L8_2(L9_2, L10_2, L11_2)
end
if A5_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DisappearEvent
L10_2 = "+"
L11_2 = A5_2
L8_2(L9_2, L10_2, L11_2)
end
if A6_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DestroyEvent
L10_2 = "+"
L11_2 = A6_2
L8_2(L9_2, L10_2, L11_2)
end
end
L1_1.WalkToRouteTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2
L5_2 = print
L6_2 = "Walk to route by data task"
L5_2(L6_2)
L6_2 = A0_2
L5_2 = A0_2.ClearFollowTask
L5_2(L6_2)
L5_2 = A1_2.points
L6_2 = A1_2.points
L6_2 = #L6_2
L5_2 = L5_2[L6_2]
A0_2.targetPos = L5_2
A0_2.routeConfig = A1_2
L6_2 = A0_2
L5_2 = A0_2.CreateTask
L7_2 = TaskID
L7_2 = L7_2.MOVE_TASK_ID
L8_2 = LuaTaskType
L8_2 = L8_2.MOVE
L9_2 = "Move"
L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2)
L7_2 = L5_2
L6_2 = L5_2.StartEvent
L8_2 = "+"
L9_2 = A0_2.StartWalkToRouteByData
L6_2(L7_2, L8_2, L9_2)
L7_2 = L5_2
L6_2 = L5_2.TickEvent
L8_2 = "+"
L9_2 = A0_2.CheckArrived
L6_2(L7_2, L8_2, L9_2)
if A2_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.FinishEvent
L8_2 = "+"
L9_2 = A2_2
L6_2(L7_2, L8_2, L9_2)
end
if A3_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.PauseEvent
L8_2 = "+"
L9_2 = A3_2
L6_2(L7_2, L8_2, L9_2)
end
if A4_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.ResumeEvent
L8_2 = "+"
L9_2 = A4_2
L6_2(L7_2, L8_2, L9_2)
end
end
L1_1.WalkToRouteByDataTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2
L8_2 = A0_2
L7_2 = A0_2.ClearFollowTask
L7_2(L8_2)
A0_2.targetPos = A1_2
L8_2 = A0_2
L7_2 = A0_2.CreateTask
L9_2 = TaskID
L9_2 = L9_2.MOVE_TASK_ID
L10_2 = LuaTaskType
L10_2 = L10_2.MOVE
L11_2 = "Move"
L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.StartEvent
L10_2 = "+"
L11_2 = A0_2.StartRunTo
L8_2(L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.TickEvent
L10_2 = "+"
L11_2 = A0_2.CheckArrived
L8_2(L9_2, L10_2, L11_2)
if A2_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.FinishEvent
L10_2 = "+"
L11_2 = A2_2
L8_2(L9_2, L10_2, L11_2)
end
if A3_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.PauseEvent
L10_2 = "+"
L11_2 = A3_2
L8_2(L9_2, L10_2, L11_2)
end
if A4_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.ResumeEvent
L10_2 = "+"
L11_2 = A4_2
L8_2(L9_2, L10_2, L11_2)
end
if A5_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DisappearEvent
L10_2 = "+"
L11_2 = A5_2
L8_2(L9_2, L10_2, L11_2)
end
if A6_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DestroyEvent
L10_2 = "+"
L11_2 = A6_2
L8_2(L9_2, L10_2, L11_2)
end
end
L1_1.RunToTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2
L7_2 = print
L8_2 = "Run to route task"
L7_2(L8_2)
L8_2 = A0_2
L7_2 = A0_2.ClearFollowTask
L7_2(L8_2)
L7_2 = #A1_2
L7_2 = A1_2[L7_2]
A0_2.targetPos = L7_2
A0_2.routePoints = A1_2
L8_2 = A0_2
L7_2 = A0_2.CreateTask
L9_2 = TaskID
L9_2 = L9_2.MOVE_TASK_ID
L10_2 = LuaTaskType
L10_2 = L10_2.MOVE
L11_2 = "Move"
L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.StartEvent
L10_2 = "+"
L11_2 = A0_2.StartRunToRoute
L8_2(L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.TickEvent
L10_2 = "+"
L11_2 = A0_2.CheckArrived
L8_2(L9_2, L10_2, L11_2)
if A2_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.FinishEvent
L10_2 = "+"
L11_2 = A2_2
L8_2(L9_2, L10_2, L11_2)
end
if A3_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.PauseEvent
L10_2 = "+"
L11_2 = A3_2
L8_2(L9_2, L10_2, L11_2)
end
if A4_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.ResumeEvent
L10_2 = "+"
L11_2 = A4_2
L8_2(L9_2, L10_2, L11_2)
end
if A5_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DisappearEvent
L10_2 = "+"
L11_2 = A5_2
L8_2(L9_2, L10_2, L11_2)
end
if A6_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.DestroyEvent
L10_2 = "+"
L11_2 = A6_2
L8_2(L9_2, L10_2, L11_2)
end
end
L1_1.RunToRouteTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2
L5_2 = print
L6_2 = "Run to route by data task"
L5_2(L6_2)
L6_2 = A0_2
L5_2 = A0_2.ClearFollowTask
L5_2(L6_2)
L5_2 = A1_2.points
L6_2 = A1_2.points
L6_2 = #L6_2
L5_2 = L5_2[L6_2]
A0_2.targetPos = L5_2
A0_2.routeConfig = A1_2
L6_2 = A0_2
L5_2 = A0_2.CreateTask
L7_2 = TaskID
L7_2 = L7_2.MOVE_TASK_ID
L8_2 = LuaTaskType
L8_2 = L8_2.MOVE
L9_2 = "Move"
L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2)
L7_2 = L5_2
L6_2 = L5_2.StartEvent
L8_2 = "+"
L9_2 = A0_2.StartRunToRouteByData
L6_2(L7_2, L8_2, L9_2)
L7_2 = L5_2
L6_2 = L5_2.TickEvent
L8_2 = "+"
L9_2 = A0_2.CheckArrived
L6_2(L7_2, L8_2, L9_2)
if A2_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.FinishEvent
L8_2 = "+"
L9_2 = A2_2
L6_2(L7_2, L8_2, L9_2)
end
if A3_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.PauseEvent
L8_2 = "+"
L9_2 = A3_2
L6_2(L7_2, L8_2, L9_2)
end
if A4_2 ~= nil then
L7_2 = L5_2
L6_2 = L5_2.ResumeEvent
L8_2 = "+"
L9_2 = A4_2
L6_2(L7_2, L8_2, L9_2)
end
end
L1_1.RunToRouteByDataTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2
L7_2 = print
L8_2 = "Be follow task"
L7_2(L8_2)
L8_2 = A0_2
L7_2 = A0_2.ClearFollowTask
L7_2(L8_2)
A0_2.targetPos = A1_2
A0_2.PauseLen = A2_2
A0_2.ResumeLen = A2_2
A0_2.BeFollowFailedLen = A3_2
L7_2 = BeFollowState
L7_2 = L7_2.ING
A0_2.BeFollowState = L7_2
A0_2.OnFinishCB = A4_2
L8_2 = A0_2
L7_2 = A0_2.CreateTask
L9_2 = TaskID
L9_2 = L9_2.MOVE_TASK_ID
L10_2 = LuaTaskType
L10_2 = L10_2.MOVE
L11_2 = "Move"
L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.StartEvent
L10_2 = "+"
L11_2 = A0_2.StartFollowRunTo
L8_2(L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.TickEvent
L10_2 = "+"
L11_2 = A0_2.CheckBeFollow
L8_2(L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.FinishEvent
L10_2 = "+"
L11_2 = A0_2.FinishFollow
L8_2(L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.DisappearEvent
L10_2 = "+"
L11_2 = A0_2.DisappearFollow
L8_2(L9_2, L10_2, L11_2)
if A5_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.PauseEvent
L10_2 = "+"
L11_2 = A5_2
L8_2(L9_2, L10_2, L11_2)
end
if A6_2 ~= nil then
L9_2 = L7_2
L8_2 = L7_2.ResumeEvent
L10_2 = "+"
L11_2 = A6_2
L8_2(L9_2, L10_2, L11_2)
end
end
L1_1.BeFollowTask = L3_1
function L3_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, L12_2
L6_2 = A0_2
L5_2 = A0_2.BeFollowTask
L7_2 = A1_2.pos
L8_2 = A1_2.beFollowLen
L9_2 = A1_2.beFollowFailed
L10_2 = A2_2
L11_2 = A3_2
L12_2 = A4_2
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2)
end
L1_1.BeFollowTaskByData = L3_1
function L3_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
L11_2 = A0_2
L10_2 = A0_2.BeFollowTaskByRoutePointsWithDiffLen
L12_2 = A1_2
L13_2 = A2_2
L14_2 = A2_2
L15_2 = A3_2
L16_2 = A4_2
L17_2 = A5_2
L18_2 = A6_2
L19_2 = A7_2
L20_2 = A8_2
L21_2 = A9_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)
end
L1_1.BeFollowTaskByRoutePoints = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.BeFollowState
L2_2 = BeFollowState
L2_2 = L2_2.ING
if L1_2 == L2_2 then
L2_2 = A0_2
L1_2 = A0_2.ResumeMove
L1_2(L2_2)
end
end
L1_1.FollowTaskDefaultResume = L3_1
function L3_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 = print
L14_2 = "Be follow task"
L13_2(L14_2)
L14_2 = A0_2
L13_2 = A0_2.ClearFollowTask
L13_2(L14_2)
L13_2 = #A1_2
L13_2 = A1_2[L13_2]
A0_2.targetPos = L13_2
A0_2.routePoints = A1_2
A0_2.PauseLen = A2_2
A0_2.ResumeLen = A3_2
A0_2.BeFollowFailedLen = A4_2
L13_2 = BeFollowState
L13_2 = L13_2.ING
A0_2.BeFollowState = L13_2
A0_2.OnFinishCB = A5_2
A0_2.OnMovePauseCB = A8_2
A0_2.OnMoveResumeCB = A9_2
A0_2.OnMoveFailedCB = A10_2
A0_2.ForcePauseFollowRoute = nil
L14_2 = A0_2
L13_2 = A0_2.CreateTask
L15_2 = TaskID
L15_2 = L15_2.MOVE_TASK_ID
L16_2 = LuaTaskType
L16_2 = L16_2.MOVE
L17_2 = "Move"
L13_2 = L13_2(L14_2, L15_2, L16_2, L17_2)
L15_2 = L13_2
L14_2 = L13_2.StartEvent
L16_2 = "+"
if A11_2 == true then
L17_2 = A0_2.StartFollowWalkToRoute
if L17_2 then
goto lbl_36
end
end
L17_2 = A0_2.StartFollowRunToRoute
::lbl_36::
L14_2(L15_2, L16_2, L17_2)
L15_2 = L13_2
L14_2 = L13_2.TickEvent
L16_2 = "+"
L17_2 = A0_2.CheckBeFollowRoute
L14_2(L15_2, L16_2, L17_2)
L15_2 = L13_2
L14_2 = L13_2.FinishEvent
L16_2 = "+"
L17_2 = A0_2.FinishFollow
L14_2(L15_2, L16_2, L17_2)
L15_2 = L13_2
L14_2 = L13_2.DisappearEvent
L16_2 = "+"
L17_2 = A0_2.DisappearFollowRoute
L14_2(L15_2, L16_2, L17_2)
if A6_2 ~= nil then
L15_2 = L13_2
L14_2 = L13_2.PauseEvent
L16_2 = "+"
L17_2 = A6_2
L14_2(L15_2, L16_2, L17_2)
end
if A7_2 ~= nil then
L15_2 = L13_2
L14_2 = L13_2.ResumeEvent
L16_2 = "+"
L17_2 = A7_2
L14_2(L15_2, L16_2, L17_2)
else
L15_2 = L13_2
L14_2 = L13_2.ResumeEvent
L16_2 = "+"
L17_2 = A0_2.FollowTaskDefaultResume
L14_2(L15_2, L16_2, L17_2)
end
if A12_2 ~= nil then
L15_2 = L13_2
L14_2 = L13_2.DestroyEvent
L16_2 = "+"
L17_2 = A12_2
L14_2(L15_2, L16_2, L17_2)
end
end
L1_1.BeFollowTaskByRoutePointsWithDiffLen = L3_1
function L3_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
L11_2 = A0_2
L10_2 = A0_2.BeFollowTaskByRouteConfigWithDiffLen
L12_2 = A1_2
L13_2 = A2_2
L14_2 = A2_2
L15_2 = A3_2
L16_2 = A4_2
L17_2 = A5_2
L18_2 = A6_2
L19_2 = A7_2
L20_2 = A8_2
L21_2 = A9_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)
end
L1_1.BeFollowTaskByRouteConfig = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2, A7_2, A8_2, A9_2, A10_2)
local L11_2, L12_2, L13_2, L14_2, L15_2
L11_2 = print
L12_2 = "Be follow task"
L11_2(L12_2)
L12_2 = A0_2
L11_2 = A0_2.ClearFollowTask
L11_2(L12_2)
L11_2 = A1_2.points
L12_2 = A1_2.points
L12_2 = #L12_2
L11_2 = L11_2[L12_2]
A0_2.targetPos = L11_2
L11_2 = points
A0_2.routeConfig = L11_2
A0_2.PauseLen = A2_2
A0_2.ResumeLen = A3_2
A0_2.BeFollowFailedLen = A4_2
L11_2 = BeFollowState
L11_2 = L11_2.ING
A0_2.BeFollowState = L11_2
A0_2.OnFinishCB = A5_2
A0_2.OnMovePauseCB = A8_2
A0_2.OnMoveResumeCB = A9_2
A0_2.OnMoveFailedCB = A10_2
A0_2.ForcePauseFollowRoute = nil
L12_2 = A0_2
L11_2 = A0_2.CreateTask
L13_2 = TaskID
L13_2 = L13_2.MOVE_TASK_ID
L14_2 = LuaTaskType
L14_2 = L14_2.MOVE
L15_2 = "Move"
L11_2 = L11_2(L12_2, L13_2, L14_2, L15_2)
L13_2 = L11_2
L12_2 = L11_2.StartEvent
L14_2 = "+"
L15_2 = A0_2.StartFollowRunToRouteByData
L12_2(L13_2, L14_2, L15_2)
L13_2 = L11_2
L12_2 = L11_2.TickEvent
L14_2 = "+"
L15_2 = A0_2.CheckBeFollowRoute
L12_2(L13_2, L14_2, L15_2)
L13_2 = L11_2
L12_2 = L11_2.FinishEvent
L14_2 = "+"
L15_2 = A0_2.FinishFollow
L12_2(L13_2, L14_2, L15_2)
L13_2 = L11_2
L12_2 = L11_2.DisappearEvent
L14_2 = "+"
L15_2 = A0_2.DisappearFollowRoute
L12_2(L13_2, L14_2, L15_2)
if A6_2 ~= nil then
L13_2 = L11_2
L12_2 = L11_2.PauseEvent
L14_2 = "+"
L15_2 = A6_2
L12_2(L13_2, L14_2, L15_2)
end
if A7_2 ~= nil then
L13_2 = L11_2
L12_2 = L11_2.ResumeEvent
L14_2 = "+"
L15_2 = A7_2
L12_2(L13_2, L14_2, L15_2)
end
end
L1_1.BeFollowTaskByRouteConfigWithDiffLen = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.ClearTask
L3_2 = TaskID
L3_2 = L3_2.LOCK_TASK_ID
L1_2(L2_2, L3_2)
end
L1_1.ClearBeLockTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2
L5_2 = print
L6_2 = "Be lock task "
L5_2(L6_2)
L6_2 = A0_2
L5_2 = A0_2.ClearBeLockTask
L5_2(L6_2)
A0_2.IsBeLocked = false
A0_2.BeLockTransLen = A1_2
A0_2.TransOffset = A2_2
A0_2.OnTransFinishCallback = A3_2
A0_2.OnTransPreCallback = A4_2
L6_2 = A0_2
L5_2 = A0_2.CreateTask
L7_2 = TaskID
L7_2 = L7_2.LOCK_TASK_ID
L8_2 = LuaTaskType
L8_2 = L8_2.NORMAL
L9_2 = "Lock"
L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2)
L7_2 = L5_2
L6_2 = L5_2.TickEvent
L8_2 = "+"
L9_2 = A0_2.CheckBeLock
L6_2(L7_2, L8_2, L9_2)
end
L1_1.BeLockTask = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2, L7_2
L4_2 = A0_2
L3_2 = A0_2.BeLockTask
L5_2 = A1_2.beLockTransLen
L6_2 = A1_2.transOffset
L7_2 = A2_2
L3_2(L4_2, L5_2, L6_2, L7_2)
end
L1_1.BeLockTaskByData = L3_1
L1_1.freeStyleType = -1
L1_1.freeStyleForceInterrupt = false
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L3_2 = A0_2
L2_2 = A0_2.DoFreeStyle
L4_2 = A0_2.freeStyleType
L5_2 = A0_2.freeStyleForceInterrupt
L2_2(L3_2, L4_2, L5_2)
end
L1_1.StartFreeStyle = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2
L3_2 = A1_2
L2_2 = A1_2.FinishTask
L2_2(L3_2)
end
L1_1.ResumeFreeStyle = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2
if not A2_2 then
L5_2 = A0_2
L4_2 = A0_2.DoingFreeStyle
L4_2 = L4_2(L5_2)
if L4_2 then
return
end
end
L5_2 = A0_2
L4_2 = A0_2.ClearFollowTask
L4_2(L5_2)
A0_2.freeStyleType = A1_2
A0_2.freeStyleForceInterrupt = true
L5_2 = A0_2
L4_2 = A0_2.CreateTask
L6_2 = TaskID
L6_2 = L6_2.MOVE_TASK_ID
L7_2 = LuaTaskType
L7_2 = L7_2.FREE_STYLE
L8_2 = "Idle"
L4_2 = L4_2(L5_2, L6_2, L7_2, L8_2)
L6_2 = L4_2
L5_2 = L4_2.SetFreeStyleType
L7_2 = A1_2
L5_2(L6_2, L7_2)
L6_2 = L4_2
L5_2 = L4_2.StartEvent
L7_2 = "+"
L8_2 = A0_2.StartFreeStyle
L5_2(L6_2, L7_2, L8_2)
L6_2 = L4_2
L5_2 = L4_2.ResumeEvent
L7_2 = "+"
L8_2 = A0_2.ResumeFreeStyle
L5_2(L6_2, L7_2, L8_2)
if A3_2 ~= nil then
L6_2 = L4_2
L5_2 = L4_2.FinishEvent
L7_2 = "+"
L8_2 = A3_2
L5_2(L6_2, L7_2, L8_2)
end
end
L1_1.DoFreeStyleTask = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SwitchAirMode
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.SwitchAirMode = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.ClearActor
L1_2(L2_2)
A0_2.targetPos = nil
A0_2.routePoints = nil
A0_2.routeConfig = nil
A0_2.ResumeLen = 10
A0_2.PauseLen = 10
A0_2.BeFollowFailedLen = 20
L1_2 = BeFollowState
L1_2 = L1_2.ING
A0_2.BeFollowState = L1_2
A0_2.BeFollowFailed = nil
A0_2.IsBeLocked = false
end
L1_1.ClearActor = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SpawnAttach
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.SpawnAttach = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.UnspawnAttach
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.UnSpawnAttach = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2)
local L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
if true ~= A4_2 then
A4_2 = false
end
L5_2 = A0_2.uActor
L6_2 = L5_2
L5_2 = L5_2.PerformDither
L7_2 = A1_2
L8_2 = A2_2
L9_2 = A3_2
L10_2 = A4_2
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2)
end
L1_1.PerformDither = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SetVisible
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.SetVisible = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L4_2 = A0_2
L3_2 = A0_2.OnDestroy
L3_2(L4_2)
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.DestroyWithDither
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.DestroyWithDither = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.Disappear
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.Disappear = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.DestroyWithDisappear
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.DestroyWithDisappear = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SetActive
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.SetActive = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.ClearTask
L3_2 = TaskID
L3_2 = L3_2.THREAD_TASK_ID
L1_2(L2_2, L3_2)
end
L1_1.ClearThreatTask = L3_1
function L3_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
L6_2 = A0_2
L5_2 = A0_2.ThreatTask
L7_2 = A1_2
L8_2 = A2_2
L9_2 = A3_2
L10_2 = A4_2
L11_2 = "isBackGround"
L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
end
L1_1.ThreatTaskInBackGround = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2)
local L6_2, L7_2, L8_2, L9_2, L10_2
L7_2 = A0_2
L6_2 = A0_2.ClearThreatTask
L6_2(L7_2)
L7_2 = A0_2
L6_2 = A0_2.CreateTask
L8_2 = TaskID
L8_2 = L8_2.THREAD_TASK_ID
L9_2 = LuaTaskType
L9_2 = L9_2.THREAT
L10_2 = A5_2
L6_2 = L6_2(L7_2, L8_2, L9_2, L10_2)
if A1_2 ~= nil then
L8_2 = L6_2
L7_2 = L6_2.ThreatAlert
L9_2 = "+"
L10_2 = A1_2
L7_2(L8_2, L9_2, L10_2)
end
if A2_2 ~= nil then
L8_2 = L6_2
L7_2 = L6_2.ThreatAware
L9_2 = "+"
L10_2 = A2_2
L7_2(L8_2, L9_2, L10_2)
end
if A3_2 ~= nil then
L8_2 = L6_2
L7_2 = L6_2.ThreatUnaware
L9_2 = "+"
L10_2 = A3_2
L7_2(L8_2, L9_2, L10_2)
end
if A4_2 ~= nil then
L8_2 = L6_2
L7_2 = L6_2.ThreatInfo
L9_2 = "+"
L10_2 = A4_2
L7_2(L8_2, L9_2, L10_2)
end
end
L1_1.ThreatTask = L3_1
function L3_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
L6_2 = A0_2
L5_2 = A0_2.CreateTask
L7_2 = TaskID
L7_2 = L7_2.MOVE_TASK_ID
L8_2 = LuaTaskType
L8_2 = L8_2.STEER
L5_2 = L5_2(L6_2, L7_2, L8_2)
L7_2 = L5_2
L6_2 = L5_2.StartSteer
L8_2 = A1_2
L9_2 = A2_2
L10_2 = A3_2
L11_2 = A4_2
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
L7_2 = L5_2
L6_2 = L5_2.FinishEvent
L8_2 = "+"
L9_2 = A0_2.DoFreeStateTrigger
L6_2(L7_2, L8_2, L9_2)
end
L1_1.SteerToTask = L3_1
function L3_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
L6_2 = A0_2
L5_2 = A0_2.CreateTask
L7_2 = TaskID
L7_2 = L7_2.STEER_TO_AUTONOMY_ID
L8_2 = LuaTaskType
L8_2 = L8_2.STEER
L5_2 = L5_2(L6_2, L7_2, L8_2)
L7_2 = L5_2
L6_2 = L5_2.StartSteer
L8_2 = A1_2
L9_2 = A2_2
L10_2 = A3_2
L11_2 = A4_2
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
L7_2 = L5_2
L6_2 = L5_2.FinishEvent
L8_2 = "+"
L9_2 = A0_2.DoFreeStateTrigger
L6_2(L7_2, L8_2, L9_2)
end
L1_1.SteerToAutonomyTask = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.ClearTask
L3_2 = TaskID
L3_2 = L3_2.STEER_TO_AUTONOMY_ID
L1_2(L2_2, L3_2)
end
L1_1.ClearSteerToAutonomyTask = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.ClearTask
L3_2 = TaskID
L3_2 = L3_2.NPC_FOLLOW_PLAYER_ID
L1_2(L2_2, L3_2)
end
L1_1.ClearNpcFollowTask = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2
L8_2 = A0_2
L7_2 = A0_2.ClearNpcFollowTask
L7_2(L8_2)
L8_2 = A0_2
L7_2 = A0_2.CreateTask
L9_2 = TaskID
L9_2 = L9_2.NPC_FOLLOW_PLAYER_ID
L10_2 = LuaTaskType
L10_2 = L10_2.NPC_FOLLOW_PLAYER
L11_2 = A5_2
L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2)
L9_2 = L7_2
L8_2 = L7_2.StartNpcFollowAvatar
L10_2 = A1_2
L11_2 = A2_2
L12_2 = A3_2
L13_2 = A4_2
L14_2 = A6_2
L8_2(L9_2, L10_2, L11_2, L12_2, L13_2, L14_2)
return L7_2
end
L1_1.NpcFollowTask = L3_1
function L3_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, A13_2, A14_2)
local L15_2, L16_2, L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2
L16_2 = A0_2
L15_2 = A0_2.ClearNpcFollowTask
L15_2(L16_2)
L16_2 = A0_2
L15_2 = A0_2.CreateTask
L17_2 = TaskID
L17_2 = L17_2.NPC_FOLLOW_PLAYER_ID
L18_2 = LuaTaskType
L18_2 = L18_2.NPC_FOLLOW_PLAYER
L19_2 = A5_2
L15_2 = L15_2(L16_2, L17_2, L18_2, L19_2)
L17_2 = L15_2
L16_2 = L15_2.SetParams
L18_2 = A7_2
L19_2 = A8_2
L20_2 = A9_2
L21_2 = A10_2
L22_2 = A11_2
L23_2 = A12_2
L24_2 = A6_2
L25_2 = A13_2
L26_2 = A14_2
L16_2(L17_2, L18_2, L19_2, L20_2, L21_2, L22_2, L23_2, L24_2, L25_2, L26_2)
L17_2 = L15_2
L16_2 = L15_2.StartNpcFollowAvatar
L18_2 = A1_2
L19_2 = A2_2
L20_2 = A3_2
L21_2 = A4_2
L22_2 = A6_2
L16_2(L17_2, L18_2, L19_2, L20_2, L21_2, L22_2)
return L15_2
end
L1_1.NpcFollowTaskWithParams = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.SetLocalEntityDist
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.SetLocalEntityDist = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.OnScriptEventTrigger
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.OnScriptEventTrigger = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2)
local L4_2, L5_2, L6_2, L7_2, L8_2
L5_2 = A0_2
L4_2 = A0_2.ClearTask
L6_2 = TaskID
L6_2 = L6_2.FORCE_WALK_ID
L4_2(L5_2, L6_2)
L5_2 = A0_2
L4_2 = A0_2.CreateTask
L6_2 = TaskID
L6_2 = L6_2.FORCE_WALK_ID
L7_2 = LuaTaskType
L7_2 = L7_2.FORCE_WALK
L4_2 = L4_2(L5_2, L6_2, L7_2)
L6_2 = L4_2
L5_2 = L4_2.InitParams
L7_2 = A1_2
L8_2 = A2_2
L5_2(L6_2, L7_2, L8_2)
if A3_2 ~= nil then
L6_2 = L4_2
L5_2 = L4_2.DestroyEvent
L7_2 = "+"
L8_2 = A3_2
L5_2(L6_2, L7_2, L8_2)
end
end
L1_1.ForceAvatarWalkByDist = L3_1
function L3_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.ClearTask
L3_2 = TaskID
L3_2 = L3_2.FORCE_WALK_ID
L1_2(L2_2, L3_2)
end
L1_1.ResetForceAvatarWalk = L3_1
function L3_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
if A2_2 == nil then
A2_2 = false
end
L3_2 = A0_2.uActor
L4_2 = L3_2
L3_2 = L3_2.PlayEmoSyncFromLua
L5_2 = A1_2
L6_2 = A2_2
L3_2(L4_2, L5_2, L6_2)
end
L1_1.PlayEmoSyncFromLua = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2
if A6_2 == nil then
A6_2 = false
end
L7_2 = A0_2.uActor
L8_2 = L7_2
L7_2 = L7_2.PlayEmoSync
L9_2 = A1_2
L10_2 = A2_2
L11_2 = A3_2
L12_2 = A4_2
L13_2 = A5_2
L14_2 = A6_2
L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2)
end
L1_1.PlayEmoSync = L3_1
function L3_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A0_2.uActor
L3_2 = L2_2
L2_2 = L2_2.ForceFinishEmoSync
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.ForceFinishEmoSync = L3_1
function L3_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.CancelDefaultEmo
L1_2(L2_2)
end
L1_1.CancelDefaultEmo = L3_1
return L1_1