local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Activity.FightActivity.FightActivityNewHardUnlockDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "FightActivityNewHardUnlockDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "ChallengeLevelUnlockHint"
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.FightActivityNewHardUnlockDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
end
L0_1.ctor = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.GameCore
  L2_2 = L2_2.ActivityFightGroupExcelTable
  L2_2 = L2_2.GetData
  L3_2 = A1_2
  L2_2 = L2_2(L3_2)
  A0_2._group_row = L2_2
end
L0_1.init = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_index
  L2_2 = L1_2
  L1_2 = L1_2.SetCustomizedText
  L3_2 = G
  L3_2 = L3_2.TextmapStatic
  L3_2 = L3_2.GetText
  L4_2 = A0_2._group_row
  L4_2 = L4_2.FightStageTitle
  L3_2 = L3_2(L4_2)
  L4_2 = G
  L4_2 = L4_2.TextmapStatic
  L4_2 = L4_2.GetText
  L5_2 = "UIText_Colon"
  L4_2 = L4_2(L5_2)
  L5_2 = G
  L5_2 = L5_2.TextmapStatic
  L5_2 = L5_2.GetText
  L6_2 = "UIText_ActivityFight_Hard"
  L5_2 = L5_2(L6_2)
  L3_2 = L3_2 .. L4_2 .. L5_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_unlock_tips
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_ActivityFight_UnlockToast"
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.async_load_sprite_to
  L3_2 = A0_2._binder
  L3_2 = L3_2.img_icon
  L4_2 = A0_2._group_row
  L4_2 = L4_2.ActivityFightGroupIconPath
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.anim_fade_in
  L2_2 = L1_2
  L1_2 = L1_2.GetClip
  L3_2 = L1_1
  L1_2 = L1_2(L2_2, L3_2)
  L1_2 = L1_2.length
  L3_2 = A0_2
  L2_2 = A0_2._add_count_down_timer
  L4_2 = A0_2.exit
  L5_2 = L1_2
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  A0_2._count_down_timer = L2_2
  L2_2 = A0_2._count_down_timer
  L3_2 = L2_2
  L2_2 = L2_2.reset
  L2_2(L3_2)
  L2_2 = A0_2._count_down_timer
  L3_2 = L2_2
  L2_2 = L2_2.start
  L2_2(L3_2)
end
L0_1._setup_view = L2_1
return L0_1
