mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
345 lines
6.5 KiB
Lua
345 lines
6.5 KiB
Lua
local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1
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L0_1 = {}
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L1_1 = {}
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L0_1.SceneDataDic = L1_1
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L0_1.DefaultSceneID = 3
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L0_1.currSceneID = -1
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function L1_1(A0_2)
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local L1_2, L2_2
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L1_2 = L0_1.currSceneID
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if L1_2 <= 0 then
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return
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end
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L1_2 = L0_1.SceneDataDic
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L2_2 = L0_1.currSceneID
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L1_2[L2_2] = nil
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end
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L0_1.ClearScene = L1_1
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function L1_1(A0_2)
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local L1_2, L2_2
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L1_2 = util
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L1_2 = L1_2.do_require
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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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function L2_1(A0_2)
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local L1_2, L2_2
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L1_2 = util
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L1_2 = L1_2.unrequire
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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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function L3_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2
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L1_2 = tostring
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L2_2 = A0_2
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L1_2 = L1_2(L2_2)
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L2_2 = "Scene/"
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L3_2 = L1_2
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L4_2 = "/scene"
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L5_2 = L1_2
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L2_2 = L2_2 .. L3_2 .. L4_2 .. L5_2
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return L2_2
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end
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function L4_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
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if A0_2 == nil then
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return
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end
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L2_2 = 1
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L3_2 = #A0_2
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L4_2 = 1
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for L5_2 = L2_2, L3_2, L4_2 do
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L6_2 = A0_2[L5_2]
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L7_2 = L6_2.config_id
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A1_2[L7_2] = L6_2
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end
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end
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function L5_1()
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local L0_2, L1_2
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groups = nil
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dummy_points = nil
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routes_config = nil
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routes = nil
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monsters = nil
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npcs = nil
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gadgets = nil
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regions = nil
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triggers = nil
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variables = nil
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init_config = nil
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end
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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 = L1_1
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L2_2 = A0_2
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L1_2(L2_2)
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L1_2 = {}
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L1_2.scene_config = nil
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L1_2.blocks = nil
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L1_2.groups = nil
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L1_2.dummy_points = nil
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L1_2.routes = nil
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L2_2 = {}
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L2_2.Monster = 0
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L2_2.Npc = 1
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L2_2.Gadget = 2
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L1_2.ConfigType = L2_2
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function L2_2(A0_3, A1_3, A2_3)
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local L3_3, L4_3, L5_3, L6_3, L7_3
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L3_3 = A0_3.dummy_points
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if L3_3 == nil then
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L3_3 = nil
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return L3_3
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end
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if A2_3 == nil then
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A2_3 = false
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end
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if A2_3 == false then
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L3_3 = print
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L4_3 = "try get new dymmy ppint:"
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L5_3 = A1_3
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L4_3 = L4_3 .. L5_3
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L3_3(L4_3)
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L3_3 = pcall
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L4_3 = L0_1.ParseDummyPoint
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L5_3 = A0_3
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L6_3 = A1_3
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L3_3, L4_3 = L3_3(L4_3, L5_3, L6_3)
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if L3_3 then
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if L4_3 ~= nil then
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return L4_3
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end
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else
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L5_3 = print
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L6_3 = "ParseDummyPoint Err:"
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L7_3 = L4_3
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L6_3 = L6_3 .. L7_3
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L5_3(L6_3)
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end
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end
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L3_3 = nil
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L4_3 = A0_3.dummy_points
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L4_3 = L4_3[A1_3]
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if L4_3 ~= nil then
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L4_3 = A0_3.dummy_points
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L3_3 = L4_3[A1_3]
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end
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return L3_3
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end
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L1_2.GetDummyPoint = L2_2
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L2_2 = scene_config
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L1_2.scene_config = L2_2
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L2_2 = dummy_points
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if L2_2 ~= nil then
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L2_2 = dummy_points
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L2_2 = #L2_2
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if 0 < L2_2 then
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L2_2 = A0_2
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L3_2 = "_"
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L4_2 = dummy_points
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L4_2 = L4_2[1]
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L2_2 = L2_2 .. L3_2 .. L4_2
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L3_2 = L1_1
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L4_2 = L2_2
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L3_2(L4_2)
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L3_2 = dummy_points
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L1_2.dummy_points = L3_2
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L3_2 = L2_1
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L4_2 = L2_2
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L3_2(L4_2)
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end
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end
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L2_2 = L5_1
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L2_2()
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L2_2 = L2_1
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L3_2 = A0_2
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L2_2(L3_2)
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return L1_2
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end
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function L7_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 = print
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L4_2 = "######sceneID"
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L3_2(L4_2)
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L3_2 = print
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L4_2 = A1_2
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L3_2(L4_2)
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L3_2 = L0_1.SceneDataDic
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L3_2 = L3_2[A1_2]
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if L3_2 ~= nil then
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if not A2_2 then
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L0_1.currSceneID = A1_2
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end
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return L3_2
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end
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L4_2 = L3_1
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L5_2 = A1_2
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L4_2 = L4_2(L5_2)
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L5_2 = L6_1
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L6_2 = L4_2
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L5_2 = L5_2(L6_2)
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L3_2 = L5_2
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L5_2 = L0_1.SceneDataDic
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L5_2[A1_2] = L3_2
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if not A2_2 then
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L0_1.currSceneID = A1_2
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end
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return L3_2
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end
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L0_1.LoadScene = L7_1
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function L7_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2, L5_2, L6_2
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L2_2 = L0_1.SceneDataDic
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L2_2 = L2_2[A1_2]
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if L2_2 == nil then
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L3_2 = L0_1.LoadScene
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L4_2 = A0_2
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L5_2 = A1_2
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L6_2 = true
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L3_2 = L3_2(L4_2, L5_2, L6_2)
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L2_2 = L3_2
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end
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return L2_2
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end
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L0_1.GetSceneData = L7_1
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function L7_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 = L0_1.GetSceneData
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L5_2 = A0_2
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L6_2 = A1_2
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L4_2 = L4_2(L5_2, L6_2)
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L6_2 = L4_2
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L5_2 = L4_2.GetDummyPoint
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L7_2 = A2_2
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L8_2 = A3_2
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return L5_2(L6_2, L7_2, L8_2)
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end
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L0_1.GetDummyPoint = L7_1
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function L7_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, L13_2, L14_2, L15_2, L16_2, L17_2, L18_2
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if A1_2 == nil then
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L2_2 = nil
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return L2_2
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end
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L2_2 = string
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L2_2 = L2_2.find
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L3_2 = A1_2
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L4_2 = "%["
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L2_2, L3_2 = L2_2(L3_2, L4_2)
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if L3_2 ~= 1 then
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L4_2 = nil
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return L4_2
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end
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L4_2 = string
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L4_2 = L4_2.find
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L5_2 = A1_2
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L6_2 = "%]"
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L4_2, L5_2 = L4_2(L5_2, L6_2)
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L6_2 = #A1_2
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if L5_2 ~= L6_2 then
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L7_2 = error
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L8_2 = "dummy point format err: "
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L9_2 = A1_2
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L8_2 = L8_2 .. L9_2
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L7_2(L8_2)
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L7_2 = nil
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return L7_2
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end
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L7_2 = string
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L7_2 = L7_2.find
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L8_2 = A1_2
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L9_2 = ":"
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L7_2, L8_2 = L7_2(L8_2, L9_2)
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if L8_2 == nil then
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L9_2 = error
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L10_2 = "dummy point format err: "
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L11_2 = A1_2
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L10_2 = L10_2 .. L11_2
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L9_2(L10_2)
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L9_2 = nil
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return L9_2
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end
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L9_2 = string
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L9_2 = L9_2.sub
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L10_2 = A1_2
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L11_2 = L8_2 + 1
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L12_2 = L6_2 - 1
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L9_2 = L9_2(L10_2, L11_2, L12_2)
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L10_2 = L0_1.Split
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L11_2 = A0_2
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L12_2 = L9_2
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L13_2 = ","
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L10_2 = L10_2(L11_2, L12_2, L13_2)
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L6_2 = #L10_2
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if L6_2 ~= 3 and L6_2 ~= 6 then
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L11_2 = nil
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return L11_2
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end
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L11_2 = tonumber
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L12_2 = L10_2[1]
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L11_2 = L11_2(L12_2)
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L12_2 = tonumber
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L13_2 = L10_2[2]
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L12_2 = L12_2(L13_2)
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L13_2 = tonumber
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L14_2 = L10_2[3]
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L13_2 = L13_2(L14_2)
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L14_2 = 0
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L15_2 = 0
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L16_2 = 0
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if L6_2 == 6 then
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L17_2 = tonumber
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L18_2 = L10_2[4]
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L17_2 = L17_2(L18_2)
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L14_2 = L17_2
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L17_2 = tonumber
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L18_2 = L10_2[5]
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L17_2 = L17_2(L18_2)
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L15_2 = L17_2
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L17_2 = tonumber
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L18_2 = L10_2[6]
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L17_2 = L17_2(L18_2)
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L16_2 = L17_2
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end
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L17_2 = {}
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L18_2 = {}
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L18_2.x = L11_2
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L18_2.y = L12_2
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L18_2.z = L13_2
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L17_2.pos = L18_2
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L18_2 = {}
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L18_2.x = L14_2
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L18_2.y = L15_2
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L18_2.z = L16_2
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L17_2.rot = L18_2
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return L17_2
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end
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L0_1.ParseDummyPoint = L7_1
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L0_1.SplitSep = ","
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L7_1 = string
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L7_1 = L7_1.format
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L8_1 = "([^%s]+)"
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L9_1 = L0_1.SplitSep
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L7_1 = L7_1(L8_1, L9_1)
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L0_1.SplitPattern = L7_1
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function L7_1(A0_2, A1_2)
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local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
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L2_2 = {}
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L3_2 = L0_1.SplitPattern
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L5_2 = A1_2
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L4_2 = A1_2.gsub
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L6_2 = L3_2
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function L7_2(A0_3)
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local L1_3
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L1_3 = L2_2
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L1_3 = #L1_3
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L1_3 = L1_3 + 1
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L2_2[L1_3] = A0_3
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end
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L4_2(L5_2, L6_2, L7_2)
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return L2_2
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end
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L0_1.Split = L7_1
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return L0_1
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