local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Avatar.AvatarStatusDetailDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Equipment.StatusDetailInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Equipment.StatusDetailInfoPanelBinderResult"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AvatarStatusDetailDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
function L1_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.AvatarStatusDetailDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
end
L0_1.ctor = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.bg
  L4_2 = A0_2._on_bg_click
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_item
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitGridView
  L3_2 = 0
  L4_2 = A0_2._on_status_info_change
  L5_2 = nil
  L6_2 = nil
  L7_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
  L1_2 = {}
  A0_2._avatar_property_table = L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.AvatarPropertyExcelTable
  L1_2 = L1_2.dataDict
  L2_2 = pairs
  L3_2 = L1_2
  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.IsDisplay
    if L7_2 then
      L7_2 = table
      L7_2 = L7_2.insert
      L8_2 = A0_2._avatar_property_table
      L9_2 = L6_2
      L7_2(L8_2, L9_2)
    end
  end
  L2_2 = table
  L2_2 = L2_2.sort
  L3_2 = A0_2._avatar_property_table
  function L4_2(A0_3, A1_3)
    local L2_3, L3_3
    L2_3 = A0_3.Order
    L3_3 = A1_3.Order
    L2_3 = L2_3 < L3_3
    return L2_3
  end
  L2_2(L3_2, L4_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2, A1_2)
  A0_2._avatar_data = A1_2
end
L0_1.init = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh
  L1_2(L2_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L3_2 = G
  L3_2 = L3_2.SuperDebug
  L3_2 = L3_2.Log
  L4_2 = "_on_status_info_change"
  L3_2(L4_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.StatusDetailInfoPanel
    L8_2 = G
    L8_2 = L8_2.StatusDetailInfoPanelBinderResult
    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._avatar_property_table
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L6_2 = A0_2._avatar_data
  L7_2 = L6_2
  L6_2 = L6_2.GetDisplayFormatPropertyByType
  L8_2 = L5_2.PropertyType
  L6_2 = L6_2(L7_2, L8_2)
  L7_2 = {}
  L7_2.Num = L6_2
  L8_2 = L5_2.PropertyName
  L7_2.Title = L8_2
  L8_2 = L5_2.IconPath
  L7_2.IconPath = L8_2
  L9_2 = L4_2
  L8_2 = L4_2.setup_view
  L10_2 = L7_2
  L8_2(L9_2, L10_2)
  return L3_2
end
L0_1._on_status_info_change = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_bg_click = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.SuperScrollViewUtils
  L1_2 = L1_2.DisposeGrid
  L2_2 = A0_2._binder
  L2_2 = L2_2.scroll_item
  L1_2(L2_2)
end
L0_1._on_dispose = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_item
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._avatar_property_table
  L3_2 = #L3_2
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_item
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
end
L0_1._refresh = L1_1
return L0_1
