mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
381 lines
7.5 KiB
Lua
381 lines
7.5 KiB
Lua
local L0_1, L1_1, L2_1, L3_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/EntityActorProxy"
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L0_1 = L0_1(L1_1)
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L1_1 = class
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L2_1 = "NpcActorProxy"
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L3_1 = L0_1
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L1_1 = L1_1(L2_1, L3_1)
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L2_1 = ActorType
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L2_1 = L2_1.NPC_ACTOR
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L1_1.actorType = L2_1
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L2_1 = nil
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.__super
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L2_1 = L1_2
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L1_2 = L2_1
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L2_2 = L1_2
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L1_2 = L1_2.OnPreInit
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L1_2(L2_2)
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end
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L1_1.OnPreInit = L3_1
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function L3_1(A0_2)
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local L1_2
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end
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L1_1.GetCustomFreeStyleList = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = actorUtils
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L2_2 = L2_2.DoStartCall
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L3_2 = A0_2.alias
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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L2_2 = A0_2.uActor
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if L2_2 ~= nil then
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.StartCall
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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end
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L1_1.CallOnStart = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2
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L2_2 = actorUtils
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L2_2 = L2_2.CreateActor
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L3_2 = A0_2
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L4_2 = ActorType
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L4_2 = L4_2.NPC_ACTOR
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L5_2 = A1_2
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L6_2 = A0_2.metaPath
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L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2)
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L3_2 = A0_2.bornPos
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if L3_2 == nil then
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L3_2 = M
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L3_2 = L3_2.Pos
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L4_2 = 0
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L5_2 = 0
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L6_2 = 0
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L3_2 = L3_2(L4_2, L5_2, L6_2)
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A0_2.bornPos = L3_2
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end
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L3_2 = A0_2.bornDir
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if L3_2 == nil then
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L3_2 = M
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L3_2 = L3_2.Pos
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L4_2 = 0
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L5_2 = 0
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L6_2 = 0
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L3_2 = L3_2(L4_2, L5_2, L6_2)
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A0_2.bornDir = L3_2
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end
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L3_2 = actorUtils
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L3_2 = L3_2.CreateNpcActor
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L4_2 = A0_2.configID
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L5_2 = A0_2.bornPos
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L6_2 = A0_2.bornDir
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L7_2 = L2_2
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L8_2 = A0_2.bornSceneID
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L9_2 = A0_2.bornRoomID
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L10_2 = A0_2.bornQuestID
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L11_2 = A0_2.isLocal
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L12_2 = A0_2.isAutoStart
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L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2)
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L2_2 = L3_2
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if nil ~= L2_2 then
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L4_2 = A0_2
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L3_2 = A0_2.GetCustomFreeStyleList
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L3_2 = L3_2(L4_2)
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if nil ~= L3_2 then
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L5_2 = L2_2
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L4_2 = L2_2.AddCustomLoadFreeStyleList
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L6_2 = L3_2
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L4_2(L5_2, L6_2)
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end
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end
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return L2_2
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end
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L1_1.CreateNpcUActor = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L3_2 = A0_2
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L2_2 = A0_2.CreateNpcUActor
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L4_2 = A1_2
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return L2_2(L3_2, L4_2)
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end
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L1_1.CreateUActor = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.MarkDitherShow
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.MarkDitherShow = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.DitherToShowWhenAppear
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.DitherToShowWhenAppear = L3_1
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function L3_1(A0_2, A1_2, A2_2)
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local L3_2, L4_2, L5_2, L6_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.AddPriorityInter
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L5_2 = A1_2
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L6_2 = A2_2
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L3_2(L4_2, L5_2, L6_2)
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end
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L1_1.AddPriorityInter = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.ClearPriorityInter
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.ClearPriorityInter = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.CheckNpcTalk
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L1_2(L2_2)
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end
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L1_1.CheckNpcTalk = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.CallOnCollisionEnter
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.CallOnCollisionEnter = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.ClearOnCollisionEnter
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.ClearOnCollisionEnter = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.GetNpcConfigId
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return L1_2(L2_2)
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end
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L1_1.GetNpcConfigId = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.GetNpcAlias
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return L1_2(L2_2)
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end
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L1_1.GetNpcAlias = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.EnableHeadCtrl
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.EnableHeadCtrl = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.LookAt
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.LookAt = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.ClearLookAt
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L1_2(L2_2)
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end
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L1_1.ClearLookAt = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.DisableInteeHeadCtrl
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.DisableInteeHeadCtrl = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.AddGeneralMark
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.AddGeneralMark = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.ClearGeneralMark
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L1_2(L2_2)
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end
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L1_1.ClearGeneralMark = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.SetPlayerNpcNoneEnergyType
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L1_2(L2_2)
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end
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L1_1.SetPlayerNpcNoneEnergyType = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.SetPlayerNpcHeroEnergyType
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L1_2(L2_2)
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end
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L1_1.SetPlayerNpcEnergy = L3_1
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function L3_1(A0_2, A1_2, A2_2, A3_2)
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local L4_2, L5_2, L6_2, L7_2, L8_2
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L4_2 = A0_2.uActor
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L5_2 = L4_2
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L4_2 = L4_2.ChangeNpcMat
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L6_2 = A1_2
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L7_2 = A2_2
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L8_2 = A3_2
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L4_2(L5_2, L6_2, L7_2, L8_2)
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end
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L1_1.ChangeNpcMat = L3_1
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function L3_1(A0_2, A1_2, A2_2)
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local L3_2, L4_2, L5_2, L6_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.ResumeOriginMat
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L5_2 = A1_2
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L6_2 = A2_2
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L3_2(L4_2, L5_2, L6_2)
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end
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L1_1.ResumeOriginMat = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.CallOnNpcSit
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.CallOnNpcSit = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.UncallOnNpcSit
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.UncallOnNpcSit = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.CallOnNpcStand
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.CallOnNpcStand = L3_1
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function L3_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = A0_2.uActor
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L3_2 = L2_2
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L2_2 = L2_2.UncallOnNpcStand
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L4_2 = A1_2
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L2_2(L3_2, L4_2)
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end
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L1_1.UncallOnNpcStand = L3_1
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function L3_1(A0_2)
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local L1_2
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end
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L1_1.OnDestroy = L3_1
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function L3_1(A0_2, A1_2, A2_2)
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local L3_2, L4_2, L5_2
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if A2_2 == nil then
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A2_2 = false
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end
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L4_2 = A0_2
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L3_2 = A0_2.OnDestroy
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L3_2(L4_2)
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L4_2 = A0_2
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L3_2 = A0_2.ClearCoroutine
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L3_2(L4_2)
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L3_2 = A0_2.uActor
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if L3_2 ~= nil then
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if A2_2 == false then
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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.ClearCmd
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L3_2(L4_2)
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end
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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.Destroy
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L5_2 = A1_2
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L3_2(L4_2, L5_2)
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end
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L3_2 = actorMgr
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L4_2 = L3_2
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L3_2 = L3_2.ClearActor
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L5_2 = A0_2.alias
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L3_2(L4_2, L5_2)
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A0_2.uActor = nil
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A0_2.actorData = nil
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end
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L1_1.Destroy = L3_1
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function L3_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.uActor
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L2_2 = L1_2
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L1_2 = L1_2.ClearActor
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L1_2(L2_2)
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A0_2.CallOnStartCacheInternal = nil
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A0_2.targetPos = nil
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A0_2.routePoints = nil
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A0_2.BeFollowLen = 10
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A0_2.BeFollowFailedLen = 20
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L1_2 = BeFollowState
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L1_2 = L1_2.ING
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A0_2.BeFollowState = L1_2
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A0_2.BeFollowFailed = nil
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A0_2.CurrDialogList = nil
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A0_2.CurrDialogIndex = 1
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A0_2.CurrDuration = 0
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A0_2.CurrDurationCnt = 0
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A0_2.NarratorPauseLen = 10
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A0_2.NarratorResumeLen = 5
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L1_2 = NarratorState
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L1_2 = L1_2.ING
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A0_2.NarratorState = L1_2
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end
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L1_1.ClearActor = L3_1
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return L1_1
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