local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Debug.Scattered.LoginDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Logic.LogicUtils.LocalPakUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "LoginDialogContext"
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_Page
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.LoginDialogBinder
  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
L0_1.ctor = L1_1
function L1_1(A0_2)
  local L1_2
end
L0_1.init = L1_1
function L1_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 = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_list_horizontal
  L1_2 = L1_2[1]
  L1_2 = L1_2.gameObject
  return L1_2
end
L0_1.get_first_selected_object = L1_1
function L1_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
L0_1._init_ui_navigation = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._init_ui_navigation
  L1_2(L2_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.setup_navigation
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_list_horizontal
  L4_2 = NavigationType
  L4_2 = L4_2.Horizontal
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2.setup_navigation
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_list_vertical
  L4_2 = NavigationType
  L4_2 = L4_2.Vertical
  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_game_server
  L4_2 = A0_2.OnGameServerBtn
  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_game_develop
  L4_2 = A0_2.OnGameDevelopBtnClick
  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_clear_asset
  L4_2 = A0_2.OnClearAssetBtn
  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_sdk_login
  L4_2 = A0_2.OnSDKLogin
  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_clear_cache
  L4_2 = A0_2.OnClearCache
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._add_packet_handler
  L3_2 = CS
  L3_2 = L3_2.PBIBDHBOIGI
  L3_2 = L3_2.MIKLHNKBPME
  L4_2 = L0_1._OnChapterData
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._add_handlers = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = G
  L2_2 = L2_2.ComponentExtensions
  L2_2 = L2_2.SafeSetActive
  L3_2 = A0_2._binder
  L3_2 = L3_2.BtnMainStory
  L4_2 = G
  L4_2 = L4_2.MainStoryModule
  L4_2 = L4_2.Instance
  L5_2 = L4_2
  L4_2 = L4_2.HasNetworkData
  L4_2, L5_2 = L4_2(L5_2)
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._OnChapterData = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  L3_2 = A0_2
  L2_2 = A0_2.exit
  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
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.OnGameDevelopBtnClickImpl
    L2_3 = A1_2
    L0_3(L1_3, L2_3)
  end
  L2_2(L3_2)
end
L0_1.OnGameDevelopBtnClick = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.VersionUpdateCheck
  L1_2 = L1_2.ClearPersistentDataPathAsset
  L1_2()
end
L0_1.OnClearAssetBtn = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.VersionUpdateCheck
  L1_2 = L1_2.EnableSKDLogin
  L2_2 = true
  L1_2(L2_2)
end
L0_1.OnSDKLogin = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.VersionUpdateCheck
  L1_2 = L1_2.ClearRegistry
  L1_2()
end
L0_1.OnClearCache = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = G
  L2_2 = L2_2.NotifyManager
  L2_2 = L2_2.notify
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.LoginToLocalDev
  L2_2(L3_2)
end
L0_1.OnGameDevelopBtnClickImpl = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  L3_2 = A0_2
  L2_2 = A0_2.StartGameServerLogin
  L2_2(L3_2)
end
L0_1.OnGameServerBtn = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.LoginServerDevSet
  L3_2 = true
  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_AccountManager
  L2_2 = L1_2
  L1_2 = L1_2.SetAccountLoginMode
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AccountLoginMode
  L3_2 = L3_2.eAccountId
  L1_2(L2_2, L3_2)
  L1_2 = G
  L1_2 = L1_2.SuperDebug
  L1_2 = L1_2.LogFormatWithTag
  L2_2 = G
  L2_2 = L2_2.LogTag
  L2_2 = L2_2.Login
  L3_2 = "VersionUpdatePhase._StartLogin"
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.DevLoginGetGlobalDispatch
  L1_2(L2_2)
end
L0_1.StartGameServerLogin = L1_1
return L0_1
