local baseClass = require('UAuto/TestCases/Quest/QuestBase') local UAutoLuaTestCase = class("QuestBase_351",baseClass) local self = UAutoLuaTestCase local cameraData = TestCaseBaseClass.CameraData() local clickPos = CS.UnityEngine.Vector2( 0, 0 ) local endPos = CS.UnityEngine.Vector3( 0, 0, 0 ) local initPos = CS.UnityEngine.Vector3( 2679 , 194.4493 , -5761.996 ) local initForward = CS.UnityEngine.Vector3( -0.7993239 , 1 , 0.6009004 ) function self.Step_35100() yield_return(self:WaitCheckQuestState(35100,QuestState.QUEST_STATE_UNFINISHED,QState.ACCEPTED)) yield_return(self.base:RunGM("Quest Finish 35100")) yield_return(self:WaitCutScene(true)) yield_return(self:WaitCheckQuestState(35100,QuestState.QUEST_STATE_FINISHED,QState.UPDATED)) end function self.Step_35101() yield_return(self.base:RunGM("Quest Finish 35101")) yield_return(self:WaitCheckQuestState(35101,QuestState.QUEST_STATE_FINISHED,QState.UPDATED)) end function self.Step_35103() yield_return(self.base:RunGM("Quest Finish 35103")) yield_return(self:WaitCheckQuestState(35103,QuestState.QUEST_STATE_FINISHED,QState.UPDATED)) end function self.Step_35102() yield_return(self.base:RunGM("Quest Finish 35102")) yield_return(self:WaitCheckQuestState(35102,QuestState.QUEST_STATE_FINISHED,QState.UPDATED)) end return self