local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Maze.MazeMainPageBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureMissionPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureMissionPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureTalkBtnsPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureTalkBtnsPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeBuffListPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeBuffListPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeTarget.MazeTargetPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeTarget.MazeTargetPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMapPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMapPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeLeftTopBtnPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeHudFuncEntrancePanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeHudFuncEntrancePanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Tutorial.GuideHintBtnPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Tutorial.GuideHintBtnPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.NetStatus.NetStatusPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.NetStatus.NetStatusPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMechanismHintInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMechanismHintInfoPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MissionTalkPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MissionTalkPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeLeftTopBtnPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeLeftTopBtnPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Logic.LogicUtils.RewardUtils"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Rogue.RogueUtils"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.CommonExitPage"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.PlayGo.PlayGoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.PlayGo.PlayGoPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AeonMainPage"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.GlobalVars
L1_1 = L1_1.s_ModuleManager
L1_1 = L1_1.RogueModule
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Page
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.MazeMainPageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._is_resp_esc = false
  A0_2._during_finish_rogue = false
  A0_2._is_hide_cursor = true
  A0_2._allow_camera_zoom_rotation_by_mouse = true
end
L0_1.ctor = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.AdventurePhaseEnd
  L4_2 = L0_1._on_adventure_phase_end
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._add_handlers = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = 7
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_member_list
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.AdventureMissionPanel
  L4_2 = G
  L4_2 = L4_2.AdventureMissionPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._mission_panel = L1_2
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.customize_click_callback
  L3_2 = A0_2._display_disable_hint_dialog
  L4_2 = A0_2
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_mission
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.safe_set_active
  L3_2 = true
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeBuffListPanel
  L4_2 = G
  L4_2 = L4_2.MazeBuffListPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_buff_list_panel = L1_2
  L1_2 = A0_2._maze_buff_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.buff_list_panel_root
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeTargetPanel
  L4_2 = G
  L4_2 = L4_2.MazeTargetPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_target_panel = L1_2
  L1_2 = A0_2._maze_target_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.root
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeMapPanel
  L4_2 = G
  L4_2 = L4_2.MazeMapPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_map_panel = L1_2
  L1_2 = A0_2._maze_map_panel
  L2_2 = L1_2
  L1_2 = L1_2.async_bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_map
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeHudFuncEntrancePanel
  L4_2 = G
  L4_2 = L4_2.MazeHudFuncEntrancePanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._hud_func_entrance_panel = L1_2
  L1_2 = A0_2._hud_func_entrance_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_hud_func_entrance
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.AdventureTalkBtnsPanel
  L4_2 = G
  L4_2 = L4_2.AdventureTalkBtnsPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._talk_btns_panel = L1_2
  L1_2 = A0_2._talk_btns_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_talk_btns
  L1_2(L2_2, L3_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.AppUtils
  L1_2 = L1_2.IsPSPlatform
  if L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.create_panel
    L3_2 = G
    L3_2 = L3_2.PlayGoPanel
    L4_2 = G
    L4_2 = L4_2.PlayGoPanelBinder
    L1_2 = L1_2(L2_2, L3_2, L4_2)
    A0_2._playgo_panel = L1_2
    L1_2 = A0_2._playgo_panel
    L2_2 = L1_2
    L1_2 = L1_2.async_bind
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_netstatus_panel
    L1_2(L2_2, L3_2)
  end
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.NetStatusPanel
  L4_2 = G
  L4_2 = L4_2.NetStatusPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._netstatus_panel = L1_2
  L1_2 = A0_2._netstatus_panel
  L2_2 = L1_2
  L1_2 = L1_2.async_bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_netstatus_panel
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.GuideHintBtnPanel
  L4_2 = G
  L4_2 = L4_2.GuideHintBtnPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._guide_hint_panel = L1_2
  L1_2 = A0_2._guide_hint_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_tutorial_guide_hint
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MissionTalkPanel
  L4_2 = G
  L4_2 = L4_2.MissionTalkPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._mission_talk_panel = L1_2
  L1_2 = A0_2._mission_talk_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_mission_talk_panel
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._mission_talk_panel
  L2_2 = L1_2
  L1_2 = L1_2.safe_set_active
  L3_2 = false
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeMechanismHintInfoPanel
  L4_2 = G
  L4_2 = L4_2.MazeMechanismHintInfoPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._mechanism_hint_info_panel = L1_2
  L1_2 = A0_2._mechanism_hint_info_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_maze_mechanism_hint
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeMonsterTrackPanel
  L4_2 = G
  L4_2 = L4_2.MazeMonsterTrackPanelBinder
  L5_2 = A0_2._binder
  L5_2 = L5_2.node_mission
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2._monster_track_panel = L1_2
  L1_2 = A0_2._monster_track_panel
  L2_2 = L1_2
  L1_2 = L1_2.async_bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_monster_track
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._on_load_rogue_map
  L1_2(L2_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.NetworkManager
  L1_2 = L1_2.FFOMLPONIFB
  L2_2 = L1_2
  L1_2 = L1_2.EILEMCFKALI
  L1_2(L2_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeLeftTopBtnPanel
  L4_2 = G
  L4_2 = L4_2.MazeLeftTopBtnPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_left_top_btnPanel = L1_2
  L1_2 = A0_2._maze_left_top_btnPanel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_left_top_btn
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._maze_left_top_btnPanel
  L2_2 = L1_2
  L1_2 = L1_2.setup_leave
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._maze_left_top_btnPanel
  L2_2 = L1_2
  L1_2 = L1_2.custom_leave_callback
  function L3_2()
    local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
    L0_3 = G
    L0_3 = L0_3.RogueUtils
    L0_3 = L0_3.is_aeon_exit_unlock
    L0_3 = L0_3()
    if not L0_3 then
      L1_3 = G
      L1_3 = L1_3.NotifyManager
      L1_3 = L1_3.notify
      L2_3 = G
      L2_3 = L2_3.CS
      L2_3 = L2_3.NotifyType
      L2_3 = L2_3.UIPileToastMessageTextID
      L3_3 = "UIText_Rogue_Exit_Explore_Toast_1"
      L1_3(L2_3, L3_3)
    else
      L1_3 = G
      L1_3 = L1_3.new
      L2_3 = G
      L2_3 = L2_3.CommonExitPage
      L1_3 = L1_3(L2_3)
      L3_3 = L1_3
      L2_3 = L1_3.set_desc
      L4_3 = "UIText_Rogue_Exit_Explore_Desc2"
      L2_3(L3_3, L4_3)
      L3_3 = L1_3
      L2_3 = L1_3.set_btn1
      function L4_3()
        local L0_4, L1_4, L2_4, L3_4
        L0_4 = CS
        L0_4 = L0_4.RPG
        L0_4 = L0_4.Client
        L0_4 = L0_4.RogueUtils
        L0_4 = L0_4.GetRogueLeaveMapEntranceID
        L0_4 = L0_4()
        L1_4 = CS
        L1_4 = L1_4.RPG
        L1_4 = L1_4.Client
        L1_4 = L1_4.GlobalVars
        L1_4 = L1_4.s_NetworkManager
        L2_4 = L1_4
        L1_4 = L1_4.JKMDBDJLJEJ
        L3_4 = L0_4
        L1_4(L2_4, L3_4)
      end
      L5_3 = "UIText_Common_Confirm"
      L6_3 = "UIText_Rogue_Exit_Explore_Desc_Tip2"
      L2_3(L3_3, L4_3, L5_3, L6_3)
      L3_3 = L1_3
      L2_3 = L1_3.set_btn2
      L4_3 = nil
      L5_3 = "UIText_Common_Cancel"
      L2_3(L3_3, L4_3, L5_3)
      L3_3 = L1_3
      L2_3 = L1_3.async_show
      L2_3(L3_3)
    end
  end
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._set_maze_map_click
  L1_2(L2_2)
end
L0_1._on_load_rogue_map = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._maze_map_panel
  L2_2 = L1_2
  L1_2 = L1_2.customize_click_callback
  function L3_2()
    local L0_3, L1_3, L2_3
    L0_3 = CS
    L0_3 = L0_3.RPG
    L0_3 = L0_3.Client
    L0_3 = L0_3.ConfirmDialogUtil
    L0_3 = L0_3.ShowOkHint
    L1_3 = "UIText_FuncLock_MapFuncDisable"
    L2_3 = CS
    L2_3 = L2_3.RPG
    L2_3 = L2_3.Client
    L2_3 = L2_3.TextID
    L2_3 = L2_3.empty
    L0_3(L1_3, L2_3)
  end
  L1_2(L2_2, L3_2)
end
L0_1._set_maze_map_click = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.ConfirmDialogUtil
  L1_2 = L1_2.ShowOkHint
  L2_2 = "UIText_FuncLock_MapFuncDisable"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.TextID
  L3_2 = L3_2.empty
  L1_2(L2_2, L3_2)
end
L0_1._display_disable_hint_dialog = L2_1
function L2_1(A0_2)
  local L1_2
end
L0_1._on_dispose = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = L0_1.super
  L1_2 = L1_2._setup_view
  L2_2 = A0_2
  L1_2(L2_2)
  L1_2 = A0_2._maze_buff_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
end
L0_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._maze_buff_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
end
L0_1._on_return_to_top = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = false
  return L1_2
end
L0_1.enable_async_instantiate = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  L3_2 = A0_2
  L2_2 = A0_2.exit
  L2_2(L3_2)
end
L0_1._on_adventure_phase_end = L2_1
return L0_1
