local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.RogueDLC.RogueNous.Reward.Components.RogueNousStoryRewardItemPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.RogueDLC.RogueNous.Reward.RogueNousStoryRewardDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "RogueNousStoryRewardDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "UIText_Quest_Label_InProgress"
L2_1 = "UIText_Quest_Label_Got"
function L3_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.RogueNousStoryRewardDialogBinder
  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
  A0_2._pause_game = true
end
L0_1.ctor = L3_1
function L3_1(A0_2, A1_2)
  A0_2._story_reward_data = A1_2
end
L0_1.init = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_exit_btn
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_close
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_exit_btn
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_empty_close
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_receive
  L4_2 = A0_2._on_btn_receive
  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_reward_info
  L4_2 = A0_2._on_btn_reward_info
  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.QuestGetReward
  L4_2 = A0_2._on_quest_get_reward
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_final_reward
  L2_2 = L1_2
  L1_2 = L1_2.init
  L3_2 = A0_2
  L4_2 = 0
  L5_2 = A0_2._on_reward_item_changed
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_story_reward
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_story_reward_changed
  L5_2 = nil
  L6_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L2_2 = A0_2
  L1_2 = A0_2.setup_short_cut_hint_panel
  L1_2(L2_2)
end
L0_1._on_load = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_progress
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_finial_quest_view
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_normal_quest_view
  L1_2(L2_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.CoroutineUtils
  L1_2 = L1_2.InvokeNextFrame
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._on_enter_zoom
    L2_3 = NavigationZoneType
    L2_3 = L2_3.Zone1
    L0_3(L1_3, L2_3)
  end
  L1_2(L2_2)
end
L0_1._setup_view = L3_1
function L3_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
L0_1._on_enter_zoom = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_story_reward
  L2_2 = L1_2
  L1_2 = L1_2.GetShownItemByItemIndex
  L3_2 = A0_2._default_index
  L3_2 = L3_2 - 1
  L1_2 = L1_2(L2_2, L3_2)
  if L1_2 ~= nil then
    L2_2 = L1_2.UserObjectData
    L2_2 = L2_2._binder
    L2_2 = L2_2.btn_root
    L2_2 = L2_2.gameObject
    return L2_2
  end
  L2_2 = nil
  return L2_2
end
L0_1.get_first_selected_object = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_cur_count
  L2_2 = L1_2
  L1_2 = L1_2.SetCustomizedText
  L3_2 = A0_2._story_reward_data
  L3_2 = L3_2.FinishCount
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_total_count
  L2_2 = L1_2
  L1_2 = L1_2.SetCustomizedText
  L3_2 = A0_2._story_reward_data
  L3_2 = L3_2.NormalQuestData
  L3_2 = #L3_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.bar_progress
  L2_2 = A0_2._story_reward_data
  L2_2 = L2_2.FinishCount
  L2_2 = L2_2 * 1.0
  L3_2 = A0_2._story_reward_data
  L3_2 = L3_2.NormalQuestData
  L3_2 = #L3_2
  L2_2 = L2_2 / L3_2
  L1_2.fillAmount = L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_level_max
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._story_reward_data
  L3_2 = L3_2.FinishCount
  L4_2 = A0_2._story_reward_data
  L4_2 = L4_2.NormalQuestData
  L4_2 = #L4_2
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
end
L0_1._setup_progress = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._story_reward_data
  L1_2 = L1_2.FinalQuestData
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_receive
  L2_2 = L2_2.transform
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2.Status
  L5_2 = CS
  L5_2 = L5_2.LEOGBBOPKKO
  L5_2 = L5_2.JKFPIINHGPD
  L4_2 = L4_2 == L5_2
  L2_2(L3_2, L4_2)
  L2_2 = L1_2.Status
  L3_2 = CS
  L3_2 = L3_2.LEOGBBOPKKO
  L3_2 = L3_2.KBBBFCIHJPC
  if L2_2 == L3_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.text_hint
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetTextID
    L4_2 = L1_1
    L2_2(L3_2, L4_2)
  else
    L2_2 = L1_2.Status
    L3_2 = CS
    L3_2 = L3_2.LEOGBBOPKKO
    L3_2 = L3_2.CMOFEAFMGAK
    if L2_2 == L3_2 then
      L2_2 = A0_2._binder
      L2_2 = L2_2.text_hint
      L3_2 = L2_2
      L2_2 = L2_2.SafeSetTextID
      L4_2 = L2_1
      L2_2(L3_2, L4_2)
    end
  end
  L2_2 = L1_2.Status
  L3_2 = CS
  L3_2 = L3_2.LEOGBBOPKKO
  L3_2 = L3_2.CMOFEAFMGAK
  L2_2 = L2_2 == L3_2
  A0_2._is_final_reward_received = L2_2
  L2_2 = G
  L2_2 = L2_2.RewardUtils
  L2_2 = L2_2.CreateRewardItemTableSorted
  L3_2 = L1_2.RewardID
  L2_2 = L2_2(L3_2)
  A0_2._final_reward_data = L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.list_final_reward
  L3_2 = L2_2
  L2_2 = L2_2.SetListItemCount
  L4_2 = A0_2._final_reward_data
  L4_2 = #L4_2
  L5_2 = true
  L2_2(L3_2, L4_2, L5_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.list_final_reward
  L3_2 = L2_2
  L2_2 = L2_2.RefreshAllShownItem
  L2_2(L3_2)
end
L0_1._setup_finial_quest_view = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_story_reward
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._story_reward_data
  L3_2 = L3_2.NormalQuestData
  L3_2 = #L3_2
  L4_2 = false
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._get_default_select_item_index
  L1_2 = L1_2(L2_2)
  A0_2._default_index = L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.CoroutineUtils
  L1_2 = L1_2.InvokeNextFrame
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2._binder
    if L0_3 then
      L0_3 = A0_2._binder
      L0_3 = L0_3.list_story_reward
      L1_3 = L0_3
      L0_3 = L0_3.MovePanelToItemIndex
      L2_3 = A0_2._default_index
      L2_3 = L2_3 - 1
      L0_3(L1_3, L2_3)
      L0_3 = CS
      L0_3 = L0_3.RPG
      L0_3 = L0_3.Client
      L0_3 = L0_3.CoroutineUtils
      L0_3 = L0_3.InvokeNextFrame
      function L1_3()
        local L0_4, L1_4
        L0_4 = A0_2._binder
        L0_4 = L0_4.list_story_reward
        L1_4 = L0_4
        L0_4 = L0_4.RefreshAllShownItem
        L0_4(L1_4)
      end
      L0_3(L1_3)
    end
  end
  L1_2(L2_2)
end
L0_1._setup_normal_quest_view = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = nil
  L2_2 = ipairs
  L3_2 = A0_2._story_reward_data
  L3_2 = L3_2.NormalQuestData
  L2_2, L3_2, L4_2 = L2_2(L3_2)
  for L5_2, L6_2 in L2_2, L3_2, L4_2 do
    L7_2 = L6_2.Status
    L8_2 = CS
    L8_2 = L8_2.LEOGBBOPKKO
    L8_2 = L8_2.JKFPIINHGPD
    if L7_2 == L8_2 then
      return L5_2
    end
    L7_2 = L6_2.Status
    L8_2 = CS
    L8_2 = L8_2.LEOGBBOPKKO
    L8_2 = L8_2.KBBBFCIHJPC
    if L7_2 == L8_2 and L1_2 == nil then
      L1_2 = L5_2
    end
  end
  L2_2 = L1_2 or L2_2
  if not L1_2 then
    L2_2 = 1
  end
  return L2_2
end
L0_1._get_default_select_item_index = L3_1
function L3_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 == nil then
    L6_2 = A0_2
    L5_2 = A0_2.create_panel
    L7_2 = G
    L7_2 = L7_2.RewardItemIconLite
    L8_2 = G
    L8_2 = L8_2.RewardItemIconLiteBinder
    L5_2 = L5_2(L6_2, L7_2, L8_2)
    L4_2 = L5_2
    L6_2 = L4_2
    L5_2 = L4_2.bind
    L7_2 = L3_2.transform
    L5_2(L6_2, L7_2)
    L3_2.UserObjectData = L4_2
  end
  L5_2 = A0_2._final_reward_data
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2.ItemID
  L6_2(L7_2, L8_2)
  L7_2 = L4_2
  L6_2 = L4_2.set_count
  L8_2 = L5_2.Count
  L6_2(L7_2, L8_2)
  L7_2 = L4_2
  L6_2 = L4_2.set_attachment_getted
  L8_2 = A0_2._is_final_reward_received
  L6_2(L7_2, L8_2)
  return L3_2
end
L0_1._on_reward_item_changed = L3_1
function L3_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 == nil then
    L6_2 = A0_2
    L5_2 = A0_2.create_panel
    L7_2 = G
    L7_2 = L7_2.RogueNousStoryRewardItemPanel
    L8_2 = G
    L8_2 = L8_2.RogueNousStoryRewardItemPanelBinder
    L5_2 = L5_2(L6_2, L7_2, L8_2)
    L4_2 = L5_2
    L6_2 = L4_2
    L5_2 = L4_2.bind
    L7_2 = L3_2.transform
    L5_2(L6_2, L7_2)
    L3_2.UserObjectData = L4_2
  end
  L6_2 = L4_2
  L5_2 = L4_2.setup_view
  L7_2 = A0_2._story_reward_data
  L7_2 = L7_2.NormalQuestData
  L8_2 = A2_2 + 1
  L7_2 = L7_2[L8_2]
  L8_2 = A2_2 + 1
  L5_2(L6_2, L7_2, L8_2)
  L6_2 = L4_2
  L5_2 = L4_2.setup_progress_bar
  L7_2 = A2_2 + 1
  L8_2 = A0_2._story_reward_data
  L8_2 = L8_2.NormalQuestData
  L8_2 = #L8_2
  L7_2 = L7_2 ~= L8_2
  L5_2(L6_2, L7_2)
  return L3_2
end
L0_1._on_story_reward_changed = L3_1
function L3_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.GlobalVars
  L1_2 = L1_2.s_NetworkManager
  L2_2 = L1_2
  L1_2 = L1_2.JCCHEMBPEEE
  L3_2 = A0_2._story_reward_data
  L3_2 = L3_2.FinalQuestData
  L3_2 = L3_2.ID
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_receive = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = {}
  L2_2 = 1
  L3_2 = A0_2._final_reward_data
  L3_2 = #L3_2
  L4_2 = 1
  for L5_2 = L2_2, L3_2, L4_2 do
    L6_2 = table
    L6_2 = L6_2.insert
    L7_2 = L1_2
    L8_2 = A0_2._final_reward_data
    L8_2 = L8_2[L5_2]
    L8_2 = L8_2.ItemID
    L6_2(L7_2, L8_2)
  end
  L2_2 = G
  L2_2 = L2_2.UIManager
  L2_2 = L2_2.load_and_show
  L3_2 = "Ui.Common.ItemTip.ItemTipsDialog"
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_btn_reward_info = L3_1
function L3_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = G
  L2_2 = L2_2.RewardUtils
  L2_2 = L2_2.show_reward_dialog
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.create_lua_table_from_cs_list
  L4_2 = A1_2
  L3_2, L4_2 = L3_2(L4_2)
  L2_2(L3_2, L4_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_normal_quest_view
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_finial_quest_view
  L2_2(L3_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.CoroutineUtils
  L2_2 = L2_2.InvokeNextFrame
  function L3_2()
    local L0_3, L1_3, L2_3, L3_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.set_navigation_target
    L2_3 = A0_2
    L3_3 = L2_3
    L2_3 = L2_3.get_first_selected_object
    L2_3, L3_3 = L2_3(L3_3)
    L0_3(L1_3, L2_3, L3_3)
  end
  L2_2(L3_2)
end
L0_1._on_quest_get_reward = L3_1
return L0_1
