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.AdventureTalkBtnsPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureTalkBtnsPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureTeamMemberListPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Adventure.AdventureTeamMemberListPanelBinder"
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.MazeTarget.MazeTargetPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeTarget.MazeTargetPanelBinder"
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.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.MazeBuffListPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.MazeBuffListPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.RoleTrial.RoleTrialMissionPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.RoleTrial.RoleTrialMissionPanelBinder"
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 = "RoleTrialMainPage"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.GlobalVars
L1_1 = L1_1.s_ModuleManager
L1_1 = L1_1.RoleTrialModule
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.MazeTriggerBattlePosture
  L4_2 = L0_1._on_show_posture_type_ui
  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
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = 103
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.AdventureTeamMemberListPanel
  L4_2 = G
  L4_2 = L4_2.AdventureTeamMemberListPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._team_member_list_panel = L1_2
  L1_2 = A0_2._team_member_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_member_list
  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)
  L1_2 = A0_2._maze_map_panel
  L2_2 = L1_2
  L1_2 = L1_2.customize_click_callback
  function L3_2()
    local L0_3, L1_3, L2_3
    L0_3 = CS
    L0_3 = L0_3.RPG
    L0_3 = L0_3.Client
    L0_3 = L0_3.ConfirmDialogUtil
    L0_3 = L0_3.ShowOkHint
    L1_3 = "UIText_FuncLock_MapFuncDisable"
    L2_3 = CS
    L2_3 = L2_3.RPG
    L2_3 = L2_3.Client
    L2_3 = L2_3.TextID
    L2_3 = L2_3.empty
    L0_3(L1_3, L2_3)
  end
  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)
  L1_2 = A0_2._maze_left_top_btnPanel
  L2_2 = L1_2
  L1_2 = L1_2.setup_leave
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._maze_left_top_btnPanel
  L2_2 = L1_2
  L1_2 = L1_2.custom_leave_callback
  function L3_2()
    local L0_3, L1_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._setup_exit_dialog
    L0_3(L1_3)
  end
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.MazeTargetPanel
  L4_2 = G
  L4_2 = L4_2.MazeTargetPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_target_panel = L1_2
  L1_2 = A0_2._maze_target_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.root
  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
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_mission
  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.MazeBuffListPanel
  L4_2 = G
  L4_2 = L4_2.MazeBuffListPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._maze_buff_list_panel = L1_2
  L1_2 = A0_2._maze_buff_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.buff_list_panel_root
  L1_2(L2_2, L3_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.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)
  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.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)
  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.RoleTrialMissionPanel
  L4_2 = G
  L4_2 = L4_2.RoleTrialMissionPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.role_trial_mission_panel = L1_2
  L1_2 = A0_2.role_trial_mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_role_trial_mission
  L1_2(L2_2, L3_2)
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, A1_2)
  local L2_2, L3_2
  if A1_2 then
    L2_2 = A0_2._team_member_list_panel
    L3_2 = L2_2
    L2_2 = L2_2.setup_view
    L2_2(L3_2)
  end
end
L0_1._on_view_active_change = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = L0_1.super
  L1_2 = L1_2._setup_view
  L2_2 = A0_2
  L1_2(L2_2)
  L1_2 = A0_2._team_member_list_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
  L1_2 = A0_2.role_trial_mission_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
end
L0_1._setup_view = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = G
  L2_2 = L2_2.UIManager
  L2_2 = L2_2.load_and_show
  L3_2 = "Ui.Maze.MazeEnCounterHintPage"
  L4_2 = A1_2
  L2_2 = L2_2(L3_2, L4_2)
  A0_2._EnCounterHintPage = L2_2
end
L0_1._on_show_posture_type_ui = 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
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.ConfirmDialogUtil
  L1_2 = L1_2.ShowOkHint
  L2_2 = "UIText_FuncLock_MapFuncDisable"
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.TextID
  L3_2 = L3_2.empty
  L1_2(L2_2, L3_2)
end
L0_1._display_disable_hint_dialog = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.ConfirmDialogUtil
  L1_2 = L1_2.ShowOkCancelHint
  L2_2 = "UIText_Raid_GotoRebornPoint"
  L3_2 = ""
  function L4_2(A0_3)
    local L1_3, L2_3
    if A0_3 then
      L1_3 = L1_1
      L2_3 = L1_3
      L1_3 = L1_3.LeaveRoleTrial
      L1_3(L2_3)
    end
  end
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._setup_exit_dialog = L2_1
return L0_1
