local L0_1, L1_1, L2_1, L3_1, L4_1
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.Reward.ActivityMonopolyJackpotDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.Reward.Ticket.ActivityMonopolyJackpotTabBtn"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.Reward.Ticket.ActivityMonopolyJackpotTabBtnBinder"
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.MonopolyModule
L1_1 = "5189"
L2_1 = G
L2_1 = L2_1.Class
L3_1 = "ActivityMonopolyJackpotDialog"
L4_1 = G
L4_1 = L4_1.UIController
L2_1 = L2_1(L3_1, L4_1)
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.ActivityMonopolyJackpotDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
end
L2_1.ctor = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_list
  L2_2 = L0_1.JackpotInfo
  L3_2 = L2_2
  L2_2 = L2_2.GetJackpotDatas
  L2_2, L3_2 = L2_2(L3_2)
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._jackpot_datas = L1_2
  A0_2._current_index = 1
end
L2_1.init = L3_1
function L3_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.exit
  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_bg
  L4_2 = A0_2.exit
  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_select_left
  L4_2 = A0_2._select_prev
  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_select_right
  L4_2 = A0_2._select_next
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_tab_control
  L1_2(L2_2)
end
L2_1._on_load = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel_without_binder
  L3_2 = G
  L3_2 = L3_2.TabControl
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._tab_control = L1_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.set_tab_btns_root
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_tab_control
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.set_tab_select_callback
  L3_2 = A0_2
  L4_2 = A0_2._on_tab_select
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = ipairs
  L2_2 = A0_2._jackpot_datas
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L7_2 = A0_2
    L6_2 = A0_2.create_panel
    L8_2 = G
    L8_2 = L8_2.ActivityMonopolyJackpotTabBtn
    L9_2 = G
    L9_2 = L9_2.ActivityMonopolyJackpotTabBtnBinder
    L6_2 = L6_2(L7_2, L8_2, L9_2)
    L8_2 = L6_2
    L7_2 = L6_2.setup_view
    L9_2 = L5_2
    L10_2 = L4_2
    L7_2(L8_2, L9_2, L10_2)
    L6_2.button_prefab_index = 0
    L8_2 = L6_2
    L7_2 = L6_2.bind
    L9_2 = A0_2._binder
    L9_2 = L9_2.node_tab_control
    L7_2(L8_2, L9_2)
    L7_2 = A0_2._tab_control
    L8_2 = L7_2
    L7_2 = L7_2.add_item
    L9_2 = L6_2
    L7_2(L8_2, L9_2)
  end
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.update_layout
  L1_2(L2_2)
end
L2_1._init_tab_control = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.click_item_by_uid
  L4_2 = A0_2
  L3_2 = A0_2._get_init_index
  L3_2, L4_2 = L3_2(L4_2)
  L1_2(L2_2, L3_2, L4_2)
end
L2_1._setup_view = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = ipairs
  L2_2 = A0_2._jackpot_datas
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L6_2 = L5_2.IsUnlocked
    if L6_2 then
      L6_2 = L5_2.IsUnlocked
      if not L6_2 then
        goto lbl_18
      end
      L6_2 = L5_2.IsDrawn
      if L6_2 then
        L6_2 = L5_2.IsTicketCashed
        if L6_2 then
          goto lbl_18
        end
      end
    end
    do return L4_2 end
    ::lbl_18::
  end
  L1_2 = 1
  return L1_2
end
L2_1._get_init_index = L3_1
function L3_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  A0_2._current_index = A1_2
  L2_2 = A0_2._jackpot_datas
  L3_2 = A0_2._current_index
  L2_2 = L2_2[L3_2]
  L3_2 = L2_2.IsUnlocked
  if not L3_2 then
    L3_2 = G
    L3_2 = L3_2.NotifyManager
    L3_2 = L3_2.notify
    L4_2 = G
    L4_2 = L4_2.CS
    L4_2 = L4_2.NotifyType
    L4_2 = L4_2.UIPileToastMessageTextID
    L5_2 = "UIText_ActivityMonopoly_Raffle_UnlockTips"
    L3_2(L4_2, L5_2)
  end
  L3_2 = A0_2._binder
  L3_2 = L3_2.panel_detail
  L4_2 = L3_2
  L3_2 = L3_2.setup_view
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L4_2 = A0_2
  L3_2 = A0_2.force_set_first_navigation_target
  L3_2(L4_2)
  L3_2 = G
  L3_2 = L3_2.NotifyManager
  L3_2 = L3_2.notify
  L4_2 = G
  L4_2 = L4_2.CS
  L4_2 = L4_2.NotifyType
  L4_2 = L4_2.TutorialTaskUnlock
  L5_2 = L1_1
  L3_2(L4_2, L5_2)
end
L2_1._on_tab_select = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.is_in_special_zoom
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.to_first_zoom
    L3_2 = true
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._tab_control
    L2_2 = L1_2
    L1_2 = L1_2.select_prev
    L1_2(L2_2)
  end
end
L2_1._select_prev = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.is_in_special_zoom
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.to_first_zoom
    L3_2 = true
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._tab_control
    L2_2 = L1_2
    L1_2 = L1_2.select_next
    L1_2(L2_2)
  end
end
L2_1._select_next = L3_1
return L2_1
