local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattleResistItemPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2
end
L0_1.ctor = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_num
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.txt_desc
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = G
  L2_2 = L2_2.UtilEngineWrap
  L2_2 = L2_2.IsCsType
  L3_2 = A1_2
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.GameCore
  L4_2 = L4_2.ElementResistanceConfig
  L2_2 = L2_2(L3_2, L4_2)
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.setup_type_view
    L4_2 = A1_2
    L2_2(L3_2, L4_2)
  else
    L3_2 = A0_2
    L2_2 = A0_2.setup_status_view
    L4_2 = A1_2
    L2_2(L3_2, L4_2)
  end
end
L0_1.setup_view = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L2_2 = A1_2.DamageType
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.DamageResistanceTypeExcelTable
  L3_2 = L3_2.GetData
  L4_2 = L2_2
  L3_2 = L3_2(L4_2)
  if L3_2 ~= nil then
    L5_2 = A0_2
    L4_2 = A0_2._async_load_sprite_to
    L6_2 = A0_2._binder
    L6_2 = L6_2.img_resist_icon
    L7_2 = L3_2.Icon
    L4_2(L5_2, L6_2, L7_2)
  end
  L4_2 = A0_2._binder
  L4_2 = L4_2.txt_desc
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetTextID
  L6_2 = "MonsterDamageResistanceType_"
  L8_2 = L2_2
  L7_2 = L2_2.ToString
  L7_2 = L7_2(L8_2)
  L6_2 = L6_2 .. L7_2
  L4_2(L5_2, L6_2)
end
L0_1.setup_type_view = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L2_2 = A1_2.Key
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.StatusResistanceTypeExcelTable
  L3_2 = L3_2.GetData
  L4_2 = L2_2
  L3_2 = L3_2(L4_2)
  if L3_2 ~= nil then
    L5_2 = A0_2
    L4_2 = A0_2._async_load_sprite_to
    L6_2 = A0_2._binder
    L6_2 = L6_2.img_resist_icon
    L7_2 = L3_2.Icon
    L4_2(L5_2, L6_2, L7_2)
  end
  L4_2 = A0_2._binder
  L4_2 = L4_2.txt_desc
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetTextID
  L6_2 = "MonsterStatusResistanceType_"
  L8_2 = L2_2
  L7_2 = L2_2.ToString
  L7_2 = L7_2(L8_2)
  L6_2 = L6_2 .. L7_2
  L4_2(L5_2, L6_2)
end
L0_1.setup_status_view = L1_1
function L1_1(A0_2)
  local L1_2
end
L0_1._on_load = L1_1
return L0_1
