local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Maze.MazeMainPageBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureMissionPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureMissionPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureTalkBtnsPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMapPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMapPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeLeftTopBtnPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeLeftTopBtnPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeHudFuncEntrancePanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeHudFuncEntrancePanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Tutorial.GuideHintBtnPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Tutorial.GuideHintBtnPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.NetStatus.NetStatusPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.NetStatus.NetStatusPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.EditVirtualTeamPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MissionTalkPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MissionTalkPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMechanismHintInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeMechanismHintInfoPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.PlayGo.PlayGoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.PlayGo.PlayGoPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TrainMainPage"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "3204"
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_Page
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.MazeMainPageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._is_resp_esc = false
  A0_2._is_hide_cursor = true
  A0_2._allow_camera_zoom_rotation_by_mouse = true
end
L0_1.ctor = L2_1
function L2_1(A0_2)
  local 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.AdventurePhaseEnd
  L4_2 = L0_1._on_adventure_phase_end
  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.UIMissionToastDialogShowed
  L4_2 = L0_1._on_hide_main_page
  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.UIMissionToastDialogClosed
  L4_2 = L0_1._on_recover_main_page
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._add_handlers = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = 102
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_member_list
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.AdventureMissionPanel
  L4_2 = G
  L4_2 = L4_2.AdventureMissionPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._mission_panel = L1_2
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_mission
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.safe_set_active
  L3_2 = true
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeMapPanel
  L4_2 = G
  L4_2 = L4_2.MazeMapPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_map_panel = L1_2
  L1_2 = A0_2._maze_map_panel
  L2_2 = L1_2
  L1_2 = L1_2.async_bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_map
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeLeftTopBtnPanel
  L4_2 = G
  L4_2 = L4_2.MazeLeftTopBtnPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_left_top_btnPanel = L1_2
  L1_2 = A0_2._maze_left_top_btnPanel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_left_top_btn
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel_without_binder
  L3_2 = G
  L3_2 = L3_2.EditVirtualTeamPanel
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._edit_virtual_team_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeHudFuncEntrancePanel
  L4_2 = G
  L4_2 = L4_2.MazeHudFuncEntrancePanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._hud_func_entrance_panel = L1_2
  L1_2 = A0_2._hud_func_entrance_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_hud_func_entrance
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.AdventureTalkBtnsPanel
  L4_2 = G
  L4_2 = L4_2.AdventureTalkBtnsPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._talk_btns_panel = L1_2
  L1_2 = A0_2._talk_btns_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_talk_btns
  L1_2(L2_2, L3_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.AppUtils
  L1_2 = L1_2.IsPSPlatform
  if L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.create_panel
    L3_2 = G
    L3_2 = L3_2.PlayGoPanel
    L4_2 = G
    L4_2 = L4_2.PlayGoPanelBinder
    L1_2 = L1_2(L2_2, L3_2, L4_2)
    A0_2._playgo_panel = L1_2
    L1_2 = A0_2._playgo_panel
    L2_2 = L1_2
    L1_2 = L1_2.async_bind
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_netstatus_panel
    L1_2(L2_2, L3_2)
  end
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.NetStatusPanel
  L4_2 = G
  L4_2 = L4_2.NetStatusPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._netstatus_panel = L1_2
  L1_2 = A0_2._netstatus_panel
  L2_2 = L1_2
  L1_2 = L1_2.async_bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_netstatus_panel
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.GuideHintBtnPanel
  L4_2 = G
  L4_2 = L4_2.GuideHintBtnPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._guide_hint_panel = L1_2
  L1_2 = A0_2._guide_hint_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_tutorial_guide_hint
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MissionTalkPanel
  L4_2 = G
  L4_2 = L4_2.MissionTalkPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._mission_talk_panel = L1_2
  L1_2 = A0_2._mission_talk_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_mission_talk_panel
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._mission_talk_panel
  L2_2 = L1_2
  L1_2 = L1_2.safe_set_active
  L3_2 = false
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeMechanismHintInfoPanel
  L4_2 = G
  L4_2 = L4_2.MazeMechanismHintInfoPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._mechanism_hint_info_panel = L1_2
  L1_2 = A0_2._mechanism_hint_info_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_maze_mechanism_hint
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeMonsterTrackPanel
  L4_2 = G
  L4_2 = L4_2.MazeMonsterTrackPanelBinder
  L5_2 = A0_2._binder
  L5_2 = L5_2.node_mission
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2._monster_track_panel = L1_2
  L1_2 = A0_2._monster_track_panel
  L2_2 = L1_2
  L1_2 = L1_2.async_bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_monster_track
  L1_2(L2_2, L3_2)
  A0_2._history_active = true
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2
end
L0_1._on_dispose = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._maze_left_top_btnPanel
  L2_2 = L1_2
  L1_2 = L1_2.on_top_page
  L1_2(L2_2)
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
end
L0_1._on_return_to_top = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  if A1_2 == false then
    L2_2 = A0_2._history_active
    if L2_2 ~= false then
      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.UIStopWayPointAnim
      L2_2(L3_2)
    end
  end
  A0_2._history_active = A1_2
end
L0_1._on_view_active_change = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = L0_1.super
  L1_2 = L1_2._setup_view
  L2_2 = A0_2
  L1_2(L2_2)
  L1_2 = A0_2._mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.GlobalVars
  L1_2 = L1_2.s_ModuleManager
  L1_2 = L1_2.TrainModule
  L3_2 = L1_2
  L2_2 = L1_2.IsVisitorOnTrain
  L2_2 = L2_2(L3_2)
  if L2_2 == true then
    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.TutorialTaskUnlock
    L4_2 = L1_1
    L2_2(L3_2, L4_2)
  end
end
L0_1._setup_view = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  L3_2 = A0_2
  L2_2 = A0_2.exit
  L2_2(L3_2)
end
L0_1._on_adventure_phase_end = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = false
  return L1_2
end
L0_1.enable_async_instantiate = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.play_fade_out_anim
  L3_2 = true
  L1_2(L2_2, L3_2)
end
L0_1._on_hide_main_page = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.play_fade_in_anim
  L1_2(L2_2)
end
L0_1._on_recover_main_page = L2_1
return L0_1
