mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
257 lines
5.1 KiB
Lua
257 lines
5.1 KiB
Lua
local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_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/Npc/BaseDailyNpc"
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L0_1 = L0_1(L1_1)
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L1_1 = class
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L2_1 = "MengdeNightConfuse"
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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 = require
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L3_1 = "Actor/Npc/NpcDailyCommon"
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L2_1 = L2_1(L3_1)
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L3_1 = require
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L4_1 = "Actor/Npc/NPCEventType"
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L3_1 = L3_1(L4_1)
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L1_1.defaultAlias = "MengdeNightConfuse"
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L1_1.pointID = 1
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L1_1.nightConfuseTargetPos = nil
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L4_1 = require
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L5_1 = "Actor/Npc/Config/CfgMengdeNightConfuse"
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L4_1 = L4_1(L5_1)
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L5_1 = L4_1.DummyPointData
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L1_2 = L5_1.Npc
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L2_2 = "_"
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L3_2 = tostring
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L4_2 = A0_2.dataIndex
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L3_2 = L3_2(L4_2)
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L1_2 = L1_2 .. L2_2 .. L3_2
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return L1_2
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end
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L1_1.PreGetAlias = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L1_2 = L2_1.Register
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L2_2 = A0_2
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L1_2(L2_2)
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end
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L1_1.Register = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L1_2 = print
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L2_2 = "RecoverFromFreeStyle"
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Recover
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L1_2(L2_2)
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end
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L1_1.RecoverFromFreeStyle = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L1_2 = print
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L2_2 = "RecoverFromCollisionEnter"
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.Recover
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L1_2(L2_2)
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end
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L1_1.RecoverFromCollisionEnter = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L2_2 = A0_2
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L1_2 = A0_2.RandomStand
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L1_2(L2_2)
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end
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L1_1.Recover = L6_1
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function L6_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = L2_1.InvokeOnResetFreeStyle
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L3_2 = A0_2
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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.InvokeOnResetFreeStyle = L6_1
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function L6_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = L2_1.OnCollisionEnter
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L3_2 = A1_2
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L4_2 = A0_2
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L2_2(L3_2, L4_2)
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end
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L1_1.OnCollisionEnter = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L2_2 = A0_2
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L1_2 = A0_2.PerformDither
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L3_2 = false
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L4_2 = 2
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L5_2 = A0_2.HideSelf
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L1_2(L2_2, L3_2, L4_2, L5_2)
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end
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L1_1.StartDay = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L2_2 = A0_2
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L1_2 = A0_2.ShowSelf
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.PerformDither
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L3_2 = true
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L4_2 = 2
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L1_2(L2_2, L3_2, L4_2)
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L2_2 = A0_2
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L1_2 = A0_2.RandomStand
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.StartBubble
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L1_2(L2_2)
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end
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L1_1.StartNight = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2
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L1_2 = A0_2.bubble
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if L1_2 ~= 1 then
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L2_2 = A0_2
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L1_2 = A0_2.ShowBubble
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L1_2(L2_2)
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A0_2.bubble = 1
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end
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end
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L1_1.StartBubble = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L1_2 = L5_1.DialogID
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L2_2 = A0_2.dataIndex
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L1_2 = L1_2[L2_2]
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if L1_2 ~= 0 then
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L2_2 = A0_2
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L1_2 = A0_2.TriggerNpcSpeechBubble
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L3_2 = L5_1.NpcID
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L4_2 = A0_2.dataIndex
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L3_2 = L3_2[L4_2]
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L4_2 = L5_1.DialogID
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L5_2 = A0_2.dataIndex
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L4_2 = L4_2[L5_2]
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L1_2(L2_2, L3_2, L4_2)
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L2_2 = A0_2
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L1_2 = A0_2.BubbleTime
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L1_2(L2_2)
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end
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end
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L1_1.ShowBubble = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L2_2 = A0_2
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L1_2 = A0_2.CallDelay
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L3_2 = 5
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L4_2 = A0_2.CloseBubble
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L1_2(L2_2, L3_2, L4_2)
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end
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L1_1.BubbleTime = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L2_2 = A0_2
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L1_2 = A0_2.ClearNpcSpeechBubble
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L3_2 = L5_1.NpcID
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L4_2 = A0_2.dataIndex
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L3_2 = L3_2[L4_2]
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.BubbleGap
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L1_2(L2_2)
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end
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L1_1.CloseBubble = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L2_2 = A0_2
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L1_2 = A0_2.CallDelay
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L3_2 = math
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L3_2 = L3_2.random
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L4_2 = 7
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L5_2 = 8
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L3_2 = L3_2(L4_2, L5_2)
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L4_2 = A0_2.ShowBubble
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L1_2(L2_2, L3_2, L4_2)
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end
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L1_1.BubbleGap = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L2_2 = A0_2
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L1_2 = A0_2.ChooseRandomPos
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.WalkToTask
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L3_2 = A0_2.nightConfuseTargetPos
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L4_2 = A0_2.NextMove
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L5_2 = A0_2.Standby
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L1_2(L2_2, L3_2, L4_2, L5_2)
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end
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L1_1.RandomStand = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2
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L1_2 = math
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L1_2 = L1_2.random
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L2_2 = 1
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L3_2 = 4
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L1_2 = L1_2(L2_2, L3_2)
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A0_2.pointID = L1_2
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L1_2 = A0_2.pointID
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if L1_2 == 1 then
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L1_2 = L5_1.Pos01Pos
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L2_2 = A0_2.dataIndex
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L1_2 = L1_2[L2_2]
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A0_2.nightConfuseTargetPos = L1_2
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else
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L1_2 = A0_2.pointID
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if L1_2 == 2 then
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L1_2 = L5_1.Pos02Pos
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L2_2 = A0_2.dataIndex
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L1_2 = L1_2[L2_2]
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A0_2.nightConfuseTargetPos = L1_2
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else
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L1_2 = A0_2.pointID
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if L1_2 == 3 then
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L1_2 = L5_1.Pos03Pos
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L2_2 = A0_2.dataIndex
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L1_2 = L1_2[L2_2]
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A0_2.nightConfuseTargetPos = L1_2
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else
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L1_2 = A0_2.pointID
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if L1_2 == 4 then
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L1_2 = L5_1.Pos04Pos
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L2_2 = A0_2.dataIndex
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L1_2 = L1_2[L2_2]
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A0_2.nightConfuseTargetPos = L1_2
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end
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end
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end
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end
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end
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L1_1.ChooseRandomPos = L6_1
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function L6_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L2_2 = A0_2
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L1_2 = A0_2.CallDelay
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L3_2 = math
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L3_2 = L3_2.random
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L4_2 = 3
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L5_2 = 10
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L3_2 = L3_2(L4_2, L5_2)
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L4_2 = A0_2.RandomStand
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L1_2(L2_2, L3_2, L4_2)
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end
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L1_1.NextMove = L6_1
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function L6_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2
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L2_2 = L2_1.OnEvent
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L3_2 = A1_2
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L4_2 = A0_2
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L2_2(L3_2, L4_2)
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end
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L1_1.OnEvent = L6_1
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return L1_1
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