local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.Activity.ActivityPunkLord.Record.PunkLordRecordDialogBinder"
L0_1(L1_1)
L0_1 = CS
L0_1 = L0_1.RPG
L0_1 = L0_1.Client
L0_1 = L0_1.GlobalVars
L0_1 = L0_1.s_ModuleManager
L0_1 = L0_1.PunkLordModule
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "PunkLordRecordDialog"
L3_1 = G
L3_1 = L3_1.UIController
L1_1 = L1_1(L2_1, L3_1)
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_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.PunkLordRecordDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  L1_2 = {}
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  L1_2[1] = L2_2
  A0_2.listen_zooms = L1_2
end
L1_1.ctor = L2_1
function L2_1(A0_2, A1_2)
  A0_2._data = A1_2
end
L1_1.init = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.set_navigation_target
    L5_2 = A0_2
    L4_2 = A0_2.get_navigation_target
    L4_2, L5_2 = L4_2(L5_2)
    L2_2(L3_2, L4_2, L5_2)
  end
end
L1_1._on_enter_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.attack_record_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.get_first_selected_object
  return L1_2(L2_2)
end
L1_1.get_first_selected_object = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2._on_enter_zoom
  L3_2 = NavigationZoneType
  L3_2 = L3_2.Zone1
  L1_2(L2_2, L3_2)
end
L1_1._init_ui_navigation = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_close
  L4_2 = A0_2._on_btn_close_click
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_remain_timer
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L1_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_basic_info
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2.show_full_screen_block_for_packet
  L3_2 = CS
  L3_2 = L3_2.PBIBDHBOIGI
  L3_2 = L3_2.OLFMJPGDPPA
  L1_2(L2_2, L3_2)
  L1_2 = L0_1
  L2_2 = L1_2
  L1_2 = L1_2.AsyncRefreshRecordWithPromise
  L3_2 = A0_2._data
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = L1_2
  L1_2 = L1_2.ThenLuaActionOneParam
  function L3_2(A0_3)
    local L1_3, L2_3
    L1_3 = A0_2
    L2_3 = L1_3
    L1_3 = L1_3._setup_attack_record
    L1_3(L2_3)
  end
  L1_2(L2_2, L3_2)
end
L1_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._data
  if L1_2 == nil then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._setup_name
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_hp
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_weakness
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_remain_time
  L1_2(L2_2)
end
L1_1._setup_basic_info = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_name
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.MonsterRow
  L3_2 = L3_2.MonsterName
  L1_2(L2_2, L3_2)
end
L1_1._setup_name = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L1_2 = A0_2._data
  L1_2 = L1_2.CurHP
  L2_2 = A0_2._data
  L2_2 = L2_2.MaxHP
  L1_2 = L1_2 / L2_2
  L2_2 = math
  L2_2 = L2_2.floor
  L3_2 = L1_2 * 10000
  L2_2 = L2_2(L3_2)
  L2_2 = L2_2 / 100
  L3_2 = A0_2._binder
  L3_2 = L3_2.hp_progress_bar
  L3_2.fillAmount = L1_2
  L3_2 = A0_2._binder
  L3_2 = L3_2.text_cur_hp
  L4_2 = L3_2
  L3_2 = L3_2.SetCustomizedText
  L5_2 = A0_2._data
  L5_2 = L5_2.CurHP
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.text_max_hp
  L4_2 = L3_2
  L3_2 = L3_2.SetCustomizedText
  L5_2 = A0_2._data
  L5_2 = L5_2.MaxHP
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.text_hp_percent
  L4_2 = L3_2
  L3_2 = L3_2.SetCustomizedText
  L5_2 = "("
  L6_2 = L2_2
  L7_2 = "%)"
  L5_2 = L5_2 .. L6_2 .. L7_2
  L3_2(L4_2, L5_2)
end
L1_1._setup_hp = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.weak_point_list
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.create_lua_table_from_cs_array
  L4_2 = A0_2._data
  L4_2 = L4_2.MonsterRow
  L4_2 = L4_2.StanceWeakList
  L3_2, L4_2 = L3_2(L4_2)
  L1_2(L2_2, L3_2, L4_2)
end
L1_1._setup_weakness = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
  L1_2 = A0_2._data
  L1_2 = L1_2.CurHP
  if L1_2 then
    L1_2 = A0_2._data
    L1_2 = L1_2.CurHP
    L1_2 = L1_2 ~= 0
  end
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_remain_timer
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  if L1_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.remain_timer
    L3_2 = L2_2
    L2_2 = L2_2.SetTargetTime
    L4_2 = A0_2._data
    L4_2 = L4_2.ExpireDateTime
    L5_2 = A0_2._expire_call_back
    L6_2 = A0_2
    L7_2 = 3
    L8_2 = CS
    L8_2 = L8_2.RPG
    L8_2 = L8_2.Client
    L8_2 = L8_2.MonoRemainTimer
    L8_2 = L8_2.TimeMode
    L8_2 = L8_2.ShowHours
    L9_2 = true
    L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
  end
end
L1_1._setup_remain_time = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_empty
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._data
  L3_2 = L3_2.BattleRecordList
  L3_2 = L3_2 == nil
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.attack_record_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._data
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_ui_navigation
  L1_2(L2_2)
end
L1_1._setup_attack_record = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L1_1._on_btn_close_click = L2_1
return L1_1
