local L0_1, L1_1, L2_1, L3_1, L4_1
L0_1 = require
L1_1 = "Ui.Heliobus.Challenge.HeliobusChallengeRewardInfoRow"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Heliobus.Reward.HeliobusQuestRewardTabPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Heliobus.Reward.HeliobusQuestRewardPageBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "HeliobusQuestRewardPage"
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.HeliobusModule
L2_1 = CS
L2_1 = L2_1.RPG
L2_1 = L2_1.Client
L2_1 = L2_1.GlobalVars
L2_1 = L2_1.s_ModuleManager
L2_1 = L2_1.QuestModule
L3_1 = "UIText_ChallengeActivity_HitCount"
function L4_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
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.TransitionStyle_AboveAndBelowBlack
  A0_2._transition_style = L1_2
  L1_2 = CS
  L1_2 = L1_2.InControl
  L1_2 = L1_2.InputControlType
  L1_2 = L1_2.LeftStickRight
  A0_2._to_next_zoom_left_stick_type = L1_2
  L1_2 = CS
  L1_2 = L1_2.InControl
  L1_2 = L1_2.InputControlType
  L1_2 = L1_2.DPadRight
  A0_2._to_next_zoom_dpad_type = L1_2
  A0_2._is_save_by_click = false
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.HeliobusQuestRewardPageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
  L1_2 = {}
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  L3_2 = NavigationZoneType
  L3_2 = L3_2.Zone2
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  A0_2.listen_zooms = L1_2
  L1_2 = {}
  A0_2._tab_rows = L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.Prefs
  L1_2 = L1_2.User
  L1_2 = L1_2.HeliobusQuestRewardSeen
  if not L1_2 then
    L2_2 = CS
    L2_2 = L2_2.RPG
    L2_2 = L2_2.Client
    L2_2 = L2_2.Prefs
    L2_2 = L2_2.User
    L2_2.HeliobusQuestRewardSeen = true
    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.ActivityForceRefreshRedDot
    L2_2(L3_2)
  end
end
L0_1.ctor = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  A0_2._activity_data = A1_2
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.GameCore
  L2_2 = L2_2.HeliobusActivityQuestExcelTable
  L2_2 = L2_2.GetEnumerator
  L2_2 = L2_2()
  while true do
    L4_2 = L2_2
    L3_2 = L2_2.MoveNext
    L3_2 = L3_2(L4_2)
    if not L3_2 then
      break
    end
    L3_2 = L2_2.Current
    if L3_2 ~= nil then
      L4_2 = L3_2.TypeGroupID
      if L4_2 == 1 then
        L4_2 = table
        L4_2 = L4_2.insert
        L5_2 = A0_2._tab_rows
        L6_2 = L3_2
        L4_2(L5_2, L6_2)
      else
        L4_2 = L3_2.TypeGroupID
        if L4_2 == 2 then
          A0_2._special_tab_row = L3_2
          L4_2 = L2_1
          L5_2 = L4_2
          L4_2 = L4_2.TryGetQuestData
          L6_2 = L3_2.QuestList
          L6_2 = L6_2[0]
          L4_2 = L4_2(L5_2, L6_2)
          A0_2._special_quest_data = L4_2
        end
      end
    end
  end
end
L0_1.init = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_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.QuestGetReward
  L4_2 = A0_2._on_quest_get_reward
  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.PlayerDailyRefresh
  L4_2 = A0_2._on_new_day_refresh
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_exit_btn
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_close
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_get
  L4_2 = A0_2._on_btn_get
  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_reward_detail
  L4_2 = A0_2._on_btn_reward_detail
  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_reward_icon
  L4_2 = A0_2._on_btn_reward_icon
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.remain_timer
  L2_2 = L1_2
  L1_2 = L1_2.SetTargetTime
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.EndTimeDate
  L4_2 = A0_2._expire_call_back
  L5_2 = A0_2
  L6_2 = 2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_lock_tip
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_ActivityAlley_ActivityReward_UnlockTimeAfter"
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_tab
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_tab_change
  L5_2 = nil
  L6_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_quest
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_quest_change
  L5_2 = nil
  L6_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._on_load = L4_1
function L4_1(A0_2)
  local L1_2
  A0_2._cur_select_tab_panel = nil
end
L0_1._on_dispose = L4_1
function L4_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)
  L2_2 = A0_2
  L1_2 = A0_2._setup_special_zoom_gamepad_enable
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._init_ui_navigation = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.setup_short_cut_hint_panel
    L4_2 = {}
    L5_2 = "Menu_Confirm"
    L6_2 = "ActionGroup_Return"
    L4_2[1] = L5_2
    L4_2[2] = L6_2
    L2_2(L3_2, L4_2)
    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, L6_2 = L4_2(L5_2)
    L2_2(L3_2, L4_2, L5_2, L6_2)
  else
    L2_2 = NavigationZoneType
    L2_2 = L2_2.Zone2
    if A1_2 == L2_2 then
      L3_2 = A0_2
      L2_2 = A0_2.setup_short_cut_hint_panel
      L4_2 = {}
      L5_2 = "ActionGroup_Return"
      L4_2[1] = L5_2
      L2_2(L3_2, L4_2)
      L3_2 = A0_2
      L2_2 = A0_2.set_navigation_target
      L5_2 = A0_2
      L4_2 = A0_2._get_first_quest_target
      L4_2, L5_2, L6_2 = L4_2(L5_2)
      L2_2(L3_2, L4_2, L5_2, L6_2)
    end
  end
end
L0_1._on_enter_zoom = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._get_default_tab_panel
  L1_2 = L1_2(L2_2)
  if L1_2 ~= nil then
    L2_2 = L1_2._binder
    L2_2 = L2_2.btn_root
    return L2_2
  end
  L2_2 = nil
  return L2_2
end
L0_1.get_first_selected_object = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = CS
  L2_2 = L2_2.InControl
  L2_2 = L2_2.InputControlType
  L2_2 = L2_2.Action3
  L2_2 = #L2_2
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.is_can_to_special_zoom
    L2_2 = L2_2(L3_2)
    if L2_2 then
      L2_2 = A0_2._binder
      L2_2 = L2_2.btn_reward_panel
      L2_2 = L2_2.gameObject
      L4_2 = A0_2
      L3_2 = A0_2.set_special_zoom_navigation_target
      L5_2 = L2_2
      L3_2(L4_2, L5_2)
    end
  end
end
L0_1._on_in_control_click = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.is_active
  L1_2 = L1_2(L2_2)
  if L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.is_in_special_zoom
    L1_2 = L1_2(L2_2)
    L1_2 = not L1_2
  end
  return L1_2
end
L0_1._is_can_to_special_zoom = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.setup_short_cut_hint_panel
  L3_2 = {}
  L4_2 = "ActionGroup_Return"
  L3_2[1] = L4_2
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_special_zoom_gamepad_enable
  L3_2 = true
  L1_2(L2_2, L3_2)
end
L0_1._on_enter_special_zoom = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = A0_2
  L1_2 = A0_2.get_cur_zoom
  L1_2 = L1_2(L2_2)
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if L1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.setup_short_cut_hint_panel
    L4_2 = {}
    L5_2 = "Menu_Confirm"
    L6_2 = "ActionGroup_Return"
    L4_2[1] = L5_2
    L4_2[2] = L6_2
    L2_2(L3_2, L4_2)
  else
    L2_2 = NavigationZoneType
    L2_2 = L2_2.Zone2
    if L1_2 == L2_2 then
    end
  end
  L3_2 = A0_2
  L2_2 = A0_2._setup_special_zoom_gamepad_enable
  L4_2 = false
  L2_2(L3_2, L4_2)
end
L0_1._on_leave_special_zoom = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_quest
  L2_2 = L1_2
  L1_2 = L1_2.GetShownItemByItemIndex
  L3_2 = 0
  L1_2 = L1_2(L2_2, L3_2)
  if L1_2 ~= nil then
    L2_2 = L1_2.UserObjectData
    L2_2 = L2_2._binder
    L2_2 = L2_2.btn_root
    L2_2 = L2_2.gameObject
    return L2_2
  end
  L2_2 = nil
  return L2_2
end
L0_1._get_first_quest_target = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_list
  L2_2 = L1_1.HeliobusRedDotFilter
  L2_2 = L2_2.HeliobusTimeLimitedUnclaimedQuestReward
  L1_2 = L1_2(L2_2)
  L2_2 = 0
  L3_2 = #L1_2
  if 0 < L3_2 then
    L3_2 = L1_2[1]
    L2_2 = L3_2 - 1
  end
  L3_2 = A0_2._tab_rows
  L3_2 = #L3_2
  if L2_2 >= L3_2 then
    L2_2 = 0
  end
  L3_2 = A0_2._binder
  L3_2 = L3_2.scroll_tab
  L4_2 = L3_2
  L3_2 = L3_2.GetShownItemByItemIndex
  L5_2 = L2_2
  L3_2 = L3_2(L4_2, L5_2)
  if L3_2 ~= nil then
    L4_2 = L3_2.UserObjectData
    return L4_2
  end
  L4_2 = nil
  return L4_2
end
L0_1._get_default_tab_panel = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_quest_tabs
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_special_quest_view
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._get_default_tab_panel
  L1_2 = L1_2(L2_2)
  L3_2 = L1_2
  L2_2 = L1_2.set_selected
  L4_2 = true
  L5_2 = true
  L2_2(L3_2, L4_2, L5_2)
  L3_2 = A0_2
  L2_2 = A0_2._init_ui_navigation
  L2_2(L3_2)
end
L0_1._setup_view = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_tab
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._tab_rows
  L3_2 = #L3_2
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_tab
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_tab
  L2_2 = L1_2
  L1_2 = L1_2.PlayFadeIn
  L1_2(L2_2)
end
L0_1._refresh_quest_tabs = L4_1
function L4_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
  A0_2._is_unlock_quests = A2_2
  L4_2 = A0_2._binder
  L4_2 = L4_2.node_lock_tip
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetActive
  L6_2 = not A2_2
  L4_2(L5_2, L6_2)
  A0_2._quest_data = A1_2
  L4_2 = A0_2._is_unlock_quests
  if L4_2 then
    L4_2 = G
    L4_2 = L4_2.QuestUtils
    L4_2 = L4_2.sort_quest_datas_stabled
    L5_2 = A0_2._quest_data
    L4_2 = L4_2(L5_2)
    A0_2._sorted_quest_data = L4_2
  else
    A0_2._unlock_time = A3_2
    L4_2 = A0_2._binder
    L4_2 = L4_2.unlock_remain_time
    L5_2 = L4_2
    L4_2 = L4_2.SetTargetTimeByTimeStamp
    L6_2 = A3_2
    L7_2 = nil
    L8_2 = A0_2
    L9_2 = 2
    L4_2(L5_2, L6_2, L7_2, L8_2, L9_2)
  end
  L4_2 = A0_2._binder
  L4_2 = L4_2.scroll_quest
  L5_2 = L4_2
  L4_2 = L4_2.SetListItemCount
  L6_2 = A0_2._sorted_quest_data
  L6_2 = #L6_2
  L7_2 = true
  L4_2(L5_2, L6_2, L7_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.scroll_quest
  L5_2 = L4_2
  L4_2 = L4_2.RefreshAllShownItem
  L4_2(L5_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.scroll_quest
  L5_2 = L4_2
  L4_2 = L4_2.PlayFadeIn
  L4_2(L5_2)
end
L0_1._refresh_normal_quest_view = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = A0_2._special_quest_data
  if L1_2 == nil then
    return
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_reward_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._special_quest_data
  L3_2 = L3_2.DataRow
  L3_2 = L3_2.QuestTitle
  L1_2(L2_2, L3_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.FinishWayExcelTable
  L1_2 = L1_2.GetData
  L2_2 = A0_2._special_quest_data
  L2_2 = L2_2.DataRow
  L2_2 = L2_2.FinishWayID
  L1_2 = L1_2(L2_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_reward_sub_title
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A0_2._special_quest_data
  L4_2 = L4_2.DataRow
  L4_2 = L4_2.QuestDisplay
  L5_2 = L1_2.ParamInt1
  L6_2 = L1_2.ParamInt2
  L7_2 = L1_2.ParamInt3
  L8_2 = L1_2.Progress
  L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
  L2_2 = A0_2._special_quest_data
  L2_2 = L2_2.RewardID
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.create_lua_table_from_cs_list
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.ItemFactory
  L4_2 = L4_2.CreateDisplayItemDataFromReward
  L5_2 = L2_2
  L4_2, L5_2, L6_2, L7_2, L8_2 = L4_2(L5_2)
  L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2)
  L4_2 = L3_2[1]
  L4_2 = L4_2.ConfigID
  A0_2._spe_reward_item_id = L4_2
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.GameCore
  L4_2 = L4_2.ItemExcelTable
  L4_2 = L4_2.GetData
  L5_2 = L3_2[1]
  L5_2 = L5_2.ConfigID
  L4_2 = L4_2(L5_2)
  L6_2 = A0_2
  L5_2 = A0_2.async_load_sprite_to
  L7_2 = A0_2._binder
  L7_2 = L7_2.img_reward_icon
  L8_2 = L4_2.ItemFigureIconPath
  L5_2(L6_2, L7_2, L8_2)
  L5_2 = A0_2._binder
  L5_2 = L5_2.text_reward_count
  L6_2 = L5_2
  L5_2 = L5_2.SafeSetTextID
  L7_2 = L3_1
  L8_2 = L3_2[1]
  L8_2 = L8_2.Count
  L5_2(L6_2, L7_2, L8_2)
  L5_2 = A0_2._binder
  L5_2 = L5_2.text_cur
  L6_2 = L5_2
  L5_2 = L5_2.SafeSetText
  L7_2 = A0_2._special_quest_data
  L7_2 = L7_2.Progress
  L5_2(L6_2, L7_2)
  L5_2 = A0_2._binder
  L5_2 = L5_2.text_total
  L6_2 = L5_2
  L5_2 = L5_2.SafeSetText
  L7_2 = A0_2._special_quest_data
  L7_2 = L7_2.TotalProgress
  L5_2(L6_2, L7_2)
  L5_2 = A0_2._binder
  L5_2 = L5_2.img_reward_progress
  L6_2 = A0_2._special_quest_data
  L6_2 = L6_2.Progress
  L6_2 = 1.0 * L6_2
  L7_2 = A0_2._special_quest_data
  L7_2 = L7_2.TotalProgress
  L6_2 = L6_2 / L7_2
  L5_2.fillAmount = L6_2
  L5_2 = A0_2._special_quest_data
  L5_2 = L5_2.Status
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_got
  L7_2 = L6_2
  L6_2 = L6_2.SafeSetActive
  L8_2 = CS
  L8_2 = L8_2.LEOGBBOPKKO
  L8_2 = L8_2.CMOFEAFMGAK
  L8_2 = L5_2 == L8_2
  L6_2(L7_2, L8_2)
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_finish_cover
  L7_2 = L6_2
  L6_2 = L6_2.SafeSetActive
  L8_2 = CS
  L8_2 = L8_2.LEOGBBOPKKO
  L8_2 = L8_2.CMOFEAFMGAK
  L8_2 = L5_2 == L8_2
  L6_2(L7_2, L8_2)
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_in_progress
  L7_2 = L6_2
  L6_2 = L6_2.SafeSetActive
  L8_2 = CS
  L8_2 = L8_2.LEOGBBOPKKO
  L8_2 = L8_2.KBBBFCIHJPC
  L8_2 = L5_2 == L8_2
  L6_2(L7_2, L8_2)
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_get
  L7_2 = L6_2
  L6_2 = L6_2.SafeSetActive
  L8_2 = CS
  L8_2 = L8_2.LEOGBBOPKKO
  L8_2 = L8_2.JKFPIINHGPD
  L8_2 = L5_2 == L8_2
  L6_2(L7_2, L8_2)
end
L0_1._refresh_special_quest_view = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  L3_2 = A0_2
  L2_2 = A0_2._refresh_quest_tabs
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh_normal_quest_view
  L4_2 = A0_2._quest_data
  L5_2 = A0_2._is_unlock_quests
  L6_2 = A0_2._unlock_time
  L2_2(L3_2, L4_2, L5_2, L6_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh_special_quest_view
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._show_reward_dialog
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_quest_get_reward = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_normal_quest_view
  L3_2 = A0_2._quest_data
  L4_2 = A0_2._is_unlock_quests
  L5_2 = A0_2._unlock_time
  L1_2(L2_2, L3_2, L4_2, L5_2)
end
L0_1._on_new_day_refresh = L4_1
function L4_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.GlobalVars
  L1_2 = L1_2.s_NetworkManager
  L2_2 = L1_2
  L1_2 = L1_2.JCCHEMBPEEE
  L3_2 = A0_2._special_quest_data
  L3_2 = L3_2.ID
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_get = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = {}
  L2_2 = table
  L2_2 = L2_2.insert
  L3_2 = L1_2
  L4_2 = A0_2._spe_reward_item_id
  L2_2(L3_2, L4_2)
  L2_2 = {}
  L2_2.items = L1_2
  L3_2 = G
  L3_2 = L3_2.InventoryUtils
  L3_2 = L3_2.show_item_detail_display_dialog_for_gamepad
  L4_2 = L2_2
  L3_2(L4_2)
end
L0_1._on_btn_reward_detail = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_show
  L2_2 = "Ui.Common.ItemDetailDialog"
  L1_2 = L1_2(L2_2)
  L3_2 = L1_2
  L2_2 = L1_2.setup_view
  L4_2 = A0_2._spe_reward_item_id
  L2_2(L3_2, L4_2)
end
L0_1._on_btn_reward_icon = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._expire_call_back = L4_1
function L4_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 == nil then
    L6_2 = A0_2
    L5_2 = A0_2.create_panel
    L7_2 = G
    L7_2 = L7_2.HeliobusQuestRewardTabPanel
    L8_2 = G
    L8_2 = L8_2.HeliobusQuestRewardTabPanelBinder
    L5_2 = L5_2(L6_2, L7_2, L8_2)
    L4_2 = L5_2
    L6_2 = L4_2
    L5_2 = L4_2.bind
    L7_2 = L3_2.transform
    L5_2(L6_2, L7_2)
    L3_2.UserObjectData = L4_2
  end
  L6_2 = L4_2
  L5_2 = L4_2.setup_view
  L7_2 = A0_2._tab_rows
  L8_2 = A2_2 + 1
  L7_2 = L7_2[L8_2]
  L5_2(L6_2, L7_2)
  L6_2 = L4_2
  L5_2 = L4_2.register_btn_callback
  L7_2 = A0_2
  L8_2 = A0_2._on_quest_tab_click
  L5_2(L6_2, L7_2, L8_2)
  return L3_2
end
L0_1._on_tab_change = L4_1
function L4_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 == nil then
    L6_2 = A0_2
    L5_2 = A0_2.create_panel
    L7_2 = G
    L7_2 = L7_2.HeliobusChallengeRewardInfoRow
    L8_2 = G
    L8_2 = L8_2.HeliobusChallengeRewardInfoRowBinder
    L5_2 = L5_2(L6_2, L7_2, L8_2)
    L4_2 = L5_2
    L6_2 = L4_2
    L5_2 = L4_2.bind
    L7_2 = L3_2.transform
    L5_2(L6_2, L7_2)
    L3_2.UserObjectData = L4_2
  end
  L6_2 = L4_2
  L5_2 = L4_2.setup_view_by_quest
  L7_2 = A0_2._sorted_quest_data
  L8_2 = A2_2 + 1
  L7_2 = L7_2[L8_2]
  L8_2 = A0_2._is_unlock_quests
  L9_2 = true
  L10_2 = false
  L5_2(L6_2, L7_2, L8_2, L9_2, L10_2)
  return L3_2
end
L0_1._on_quest_change = L4_1
function L4_1(A0_2, A1_2, A2_2, A3_2, A4_2)
  local L5_2, L6_2, L7_2, L8_2, L9_2
  L5_2 = A0_2._cur_select_tab_panel
  if L5_2 == A4_2 then
    return
  end
  L5_2 = A0_2._cur_select_tab_panel
  if L5_2 ~= nil then
    L5_2 = A0_2._cur_select_tab_panel
    L6_2 = L5_2
    L5_2 = L5_2.set_selected
    L7_2 = false
    L8_2 = false
    L5_2(L6_2, L7_2, L8_2)
  end
  A0_2._cur_select_tab_panel = A4_2
  L6_2 = A0_2
  L5_2 = A0_2._refresh_normal_quest_view
  L7_2 = A1_2
  L8_2 = A2_2
  L9_2 = A3_2
  L5_2(L6_2, L7_2, L8_2, L9_2)
end
L0_1._on_quest_tab_click = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L3_2 = A0_2
  L2_2 = A0_2.is_top_page_or_dialog
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L2_2 = G
    L2_2 = L2_2.Utils
    L2_2 = L2_2.create_lua_table_from_cs_list
    L3_2 = A1_2
    L2_2 = L2_2(L3_2)
    L3_2 = G
    L3_2 = L3_2.UIManager
    L3_2 = L3_2.load_and_show
    L4_2 = "Ui.Common.RewardDialog"
    L5_2 = L2_2
    L3_2(L4_2, L5_2)
  end
end
L0_1._show_reward_dialog = L4_1
function L4_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_get_tip
  L2_2.IsShowTip = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_get_btn
  L2_2.ActionEnabled = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_reward_tip
  L2_2.IsShowTip = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_reward_btn
  L2_2.ActionEnabled = A1_2
end
L0_1._setup_special_zoom_gamepad_enable = L4_1
return L0_1
