Grasscutter_Resources/Resources/Scripts/Actor/Npc/NpcMengdeNightConfuse.lua
2022-04-29 16:40:51 +02:00

257 lines
5.1 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1
L0_1 = require
L1_1 = "Actor/ActorCommon"
L0_1(L1_1)
L0_1 = require
L1_1 = "Actor/Npc/BaseDailyNpc"
L0_1 = L0_1(L1_1)
L1_1 = class
L2_1 = "MengdeNightConfuse"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L2_1 = require
L3_1 = "Actor/Npc/NpcDailyCommon"
L2_1 = L2_1(L3_1)
L3_1 = require
L4_1 = "Actor/Npc/NPCEventType"
L3_1 = L3_1(L4_1)
L1_1.defaultAlias = "MengdeNightConfuse"
L1_1.pointID = 1
L1_1.nightConfuseTargetPos = nil
L4_1 = require
L5_1 = "Actor/Npc/Config/CfgMengdeNightConfuse"
L4_1 = L4_1(L5_1)
L5_1 = L4_1.DummyPointData
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = L5_1.Npc
L2_2 = "_"
L3_2 = tostring
L4_2 = A0_2.dataIndex
L3_2 = L3_2(L4_2)
L1_2 = L1_2 .. L2_2 .. L3_2
return L1_2
end
L1_1.PreGetAlias = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L1_2 = L2_1.Register
L2_2 = A0_2
L1_2(L2_2)
end
L1_1.Register = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "RecoverFromFreeStyle"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.Recover
L1_2(L2_2)
end
L1_1.RecoverFromFreeStyle = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "RecoverFromCollisionEnter"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.Recover
L1_2(L2_2)
end
L1_1.RecoverFromCollisionEnter = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L2_2 = A0_2
L1_2 = A0_2.RandomStand
L1_2(L2_2)
end
L1_1.Recover = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = L2_1.InvokeOnResetFreeStyle
L3_2 = A0_2
L4_2 = A1_2
L2_2(L3_2, L4_2)
end
L1_1.InvokeOnResetFreeStyle = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = L2_1.OnCollisionEnter
L3_2 = A1_2
L4_2 = A0_2
L2_2(L3_2, L4_2)
end
L1_1.OnCollisionEnter = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2
L1_2 = A0_2.PerformDither
L3_2 = false
L4_2 = 2
L5_2 = A0_2.HideSelf
L1_2(L2_2, L3_2, L4_2, L5_2)
end
L1_1.StartDay = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L2_2 = A0_2
L1_2 = A0_2.ShowSelf
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.PerformDither
L3_2 = true
L4_2 = 2
L1_2(L2_2, L3_2, L4_2)
L2_2 = A0_2
L1_2 = A0_2.RandomStand
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.StartBubble
L1_2(L2_2)
end
L1_1.StartNight = L6_1
function L6_1(A0_2)
local L1_2, L2_2
L1_2 = A0_2.bubble
if L1_2 ~= 1 then
L2_2 = A0_2
L1_2 = A0_2.ShowBubble
L1_2(L2_2)
A0_2.bubble = 1
end
end
L1_1.StartBubble = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = L5_1.DialogID
L2_2 = A0_2.dataIndex
L1_2 = L1_2[L2_2]
if L1_2 ~= 0 then
L2_2 = A0_2
L1_2 = A0_2.TriggerNpcSpeechBubble
L3_2 = L5_1.NpcID
L4_2 = A0_2.dataIndex
L3_2 = L3_2[L4_2]
L4_2 = L5_1.DialogID
L5_2 = A0_2.dataIndex
L4_2 = L4_2[L5_2]
L1_2(L2_2, L3_2, L4_2)
L2_2 = A0_2
L1_2 = A0_2.BubbleTime
L1_2(L2_2)
end
end
L1_1.ShowBubble = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = 5
L4_2 = A0_2.CloseBubble
L1_2(L2_2, L3_2, L4_2)
end
L1_1.BubbleTime = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L2_2 = A0_2
L1_2 = A0_2.ClearNpcSpeechBubble
L3_2 = L5_1.NpcID
L4_2 = A0_2.dataIndex
L3_2 = L3_2[L4_2]
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.BubbleGap
L1_2(L2_2)
end
L1_1.CloseBubble = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = math
L3_2 = L3_2.random
L4_2 = 7
L5_2 = 8
L3_2 = L3_2(L4_2, L5_2)
L4_2 = A0_2.ShowBubble
L1_2(L2_2, L3_2, L4_2)
end
L1_1.BubbleGap = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2
L1_2 = A0_2.ChooseRandomPos
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.WalkToTask
L3_2 = A0_2.nightConfuseTargetPos
L4_2 = A0_2.NextMove
L5_2 = A0_2.Standby
L1_2(L2_2, L3_2, L4_2, L5_2)
end
L1_1.RandomStand = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = math
L1_2 = L1_2.random
L2_2 = 1
L3_2 = 4
L1_2 = L1_2(L2_2, L3_2)
A0_2.pointID = L1_2
L1_2 = A0_2.pointID
if L1_2 == 1 then
L1_2 = L5_1.Pos01Pos
L2_2 = A0_2.dataIndex
L1_2 = L1_2[L2_2]
A0_2.nightConfuseTargetPos = L1_2
else
L1_2 = A0_2.pointID
if L1_2 == 2 then
L1_2 = L5_1.Pos02Pos
L2_2 = A0_2.dataIndex
L1_2 = L1_2[L2_2]
A0_2.nightConfuseTargetPos = L1_2
else
L1_2 = A0_2.pointID
if L1_2 == 3 then
L1_2 = L5_1.Pos03Pos
L2_2 = A0_2.dataIndex
L1_2 = L1_2[L2_2]
A0_2.nightConfuseTargetPos = L1_2
else
L1_2 = A0_2.pointID
if L1_2 == 4 then
L1_2 = L5_1.Pos04Pos
L2_2 = A0_2.dataIndex
L1_2 = L1_2[L2_2]
A0_2.nightConfuseTargetPos = L1_2
end
end
end
end
end
L1_1.ChooseRandomPos = L6_1
function L6_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = math
L3_2 = L3_2.random
L4_2 = 3
L5_2 = 10
L3_2 = L3_2(L4_2, L5_2)
L4_2 = A0_2.RandomStand
L1_2(L2_2, L3_2, L4_2)
end
L1_1.NextMove = L6_1
function L6_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = L2_1.OnEvent
L3_2 = A1_2
L4_2 = A0_2
L2_2(L3_2, L4_2)
end
L1_1.OnEvent = L6_1
return L1_1