local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.Expedition.ExpeditionStartDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Expedition.Detail.ExpeditionAvatarHeadIconPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Expedition.Detail.ExpeditionAvatarHeadIconPanelBinder"
L0_1(L1_1)
L0_1 = "CommonDialogBanner_Disposables"
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "ExpeditionStartDialog"
L3_1 = G
L3_1 = L3_1.UIController
L1_1 = L1_1(L2_1, L3_1)
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.ExpeditionStartDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
end
L1_1.ctor = L2_1
function L2_1(A0_2, A1_2)
  A0_2._expedition_data = A1_2
end
L1_1.init = 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._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_bg
  L4_2 = A0_2.exit
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.anim
  L2_2 = L1_2
  L1_2 = L1_2.GetClip
  L3_2 = L0_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
  function L4_2()
    local L0_3, L1_3
    L0_3 = A0_2._binder
    if L0_3 == nil then
      return
    end
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.exit
    L0_3(L1_3)
  end
  L5_2 = L1_2
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  A0_2._count_down_timer = L2_2
end
L1_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._count_down_timer
  L2_2 = L1_2
  L1_2 = L1_2.reset
  L1_2(L2_2)
  L1_2 = A0_2._count_down_timer
  L2_2 = L1_2
  L1_2 = L1_2.start
  L1_2(L2_2)
end
L1_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_list
  L2_2 = A0_2._expedition_data
  L2_2 = L2_2.AvatarIdList
  L1_2 = L1_2(L2_2)
  L2_2 = 1
  L3_2 = #L1_2
  L4_2 = 1
  for L5_2 = L2_2, L3_2, L4_2 do
    L7_2 = A0_2
    L6_2 = A0_2.instantiate_object
    L8_2 = A0_2._binder
    L8_2 = L8_2.prefab_load_meta
    L8_2 = L8_2.Prefab
    L9_2 = A0_2._binder
    L9_2 = L9_2.prefab_load_meta
    L9_2 = L9_2.transform
    L6_2 = L6_2(L7_2, L8_2, L9_2)
    L8_2 = A0_2
    L7_2 = A0_2.create_panel
    L9_2 = G
    L9_2 = L9_2.ExpeditionAvatarHeadIconPanel
    L10_2 = G
    L10_2 = L10_2.ExpeditionAvatarHeadIconPanelBinder
    L7_2 = L7_2(L8_2, L9_2, L10_2)
    L9_2 = L7_2
    L8_2 = L7_2.bind
    L10_2 = L6_2
    L8_2(L9_2, L10_2)
    L9_2 = L7_2
    L8_2 = L7_2.setup_view
    L10_2 = L1_2[L5_2]
    L8_2(L9_2, L10_2)
    L9_2 = L7_2
    L8_2 = L7_2.set_interactable
    L10_2 = false
    L8_2(L9_2, L10_2)
  end
end
L1_1._setup_avatar_view = L2_1
return L1_1
