local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.RogueDLC.ChessRogue.Missions.ChessRogueSubMissionReplayPageBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.RogueDLC.ChessRogue.Missions.Components.ChessRogueSubMissionGroupPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.RogueDLC.ChessRogue.Missions.Components.ChessRogueSubMissionReplayLeftPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.RogueDLC.ChessRogue.Tools.ChessRogueUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ChessRogueSubMissionReplayPage"
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.ChessRogueModule
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.ChessRogueSubMissionReplayPageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.TransitionStyle_AboveAndBelowBlack
  A0_2._transition_style = L1_2
  L1_2 = {}
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  L1_2[1] = L2_2
  A0_2.listen_zooms = L1_2
  A0_2._default_index = 0
end
L0_1.ctor = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.exit_btn
  L4_2 = A0_2._on_exit_btn_clicked
  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.replay_btn
  L4_2 = A0_2._on_play_btn_clicked
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.sub_mission_list_view
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_item_changed
  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.replay_btn
  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.setup_short_cut_hint_panel
  L3_2 = {}
  L4_2 = "ActionGroup_Return"
  L3_2[1] = L4_2
  L1_2(L2_2, L3_2)
end
L0_1._on_load = 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_packet_handler
  L3_2 = CS
  L3_2 = L3_2.PBIBDHBOIGI
  L3_2 = L3_2.ANFCPIDILAE
  L4_2 = L0_1._on_get_story_info_rsp
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = L1_1
  L2_2 = L1_2
  L1_2 = L1_2.SendGetChessRogueStoryInfoCsReq
  L1_2(L2_2)
end
L0_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._fetch_data
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_left_list_view
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_progress
  L1_2(L2_2)
end
L0_1._refresh = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = G
  L1_2 = L1_2.ChessRogueUtils
  L1_2 = L1_2.get_sub_story_display_data
  L1_2 = L1_2()
  A0_2._data_tb = L1_2
end
L0_1._fetch_data = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.sub_mission_list_view
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._data_tb
  L3_2 = #L3_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.sub_mission_list_view
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
end
L0_1._setup_left_list_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = L1_1.ChessRogueDimensionData
  L1_2 = L1_2.ReplayInfo
  L2_2 = L1_2
  L1_2 = L1_2.GetUnlockedProgress
  L1_2 = L1_2(L2_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.progress_txt
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetText
  L4_2 = tostring
  L5_2 = math
  L5_2 = L5_2.floor
  L6_2 = L1_2 * 100
  L5_2, L6_2 = L5_2(L6_2)
  L4_2 = L4_2(L5_2, L6_2)
  L5_2 = "%"
  L4_2 = L4_2 .. L5_2
  L2_2(L3_2, L4_2)
end
L0_1._setup_progress = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  A0_2._cur_index = 1
  L1_2 = ipairs
  L2_2 = A0_2._data_tb
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L6_2 = L5_2.IsTitle
    if not L6_2 then
      A0_2._cur_index = L4_2
      A0_2._cur_data = L5_2
      break
    end
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.sub_mission_list_view
  L2_2 = L1_2
  L1_2 = L1_2.GetShownItemByItemIndex
  L3_2 = A0_2._cur_index
  L3_2 = L3_2 - 1
  L1_2 = L1_2(L2_2, L3_2)
  L1_2 = L1_2.UserObjectData
  A0_2._cur_panel = L1_2
  L1_2 = A0_2._cur_panel
  L2_2 = L1_2
  L1_2 = L1_2.trigger_click
  L1_2(L2_2)
end
L0_1._init_first_view = L2_1
function L2_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 = 1
  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.ChessRogueSubMissionGroupPanel
    L8_2 = G
    L8_2 = L8_2.ChessRogueSubMissionGroupPanelBinder
    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
  L5_2 = A0_2._data_tb
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2
  L6_2(L7_2, L8_2)
  L6_2 = CS
  L6_2 = L6_2.UnityEngine
  L6_2 = L6_2.UI
  L6_2 = L6_2.LayoutRebuilder
  L6_2 = L6_2.ForceRebuildLayoutImmediate
  L7_2 = L3_2.transform
  L6_2(L7_2)
  return L3_2
end
L0_1._on_setup_title_view = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_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.ChessRogueSubMissionReplayLeftPanel
    L8_2 = G
    L8_2 = L8_2.ChessRogueSubMissionReplayLeftPanelBinder
    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
  L5_2 = A0_2._data_tb
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2.Data
  L6_2(L7_2, L8_2)
  L7_2 = L4_2
  L6_2 = L4_2.register_click_callback
  L8_2 = A0_2._on_left_item_clicked
  L9_2 = A0_2
  L6_2(L7_2, L8_2, L9_2)
  return L3_2
end
L0_1._on_setup_tab_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._cur_data
  L1_2 = L1_2.Unlocked
  if L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.lock_root
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = false
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.unlock_root
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = true
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.replay_btn
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = true
    L1_2(L2_2, L3_2)
    L2_2 = A0_2
    L1_2 = A0_2.load_sprite_to
    L3_2 = A0_2._binder
    L3_2 = L3_2.aeon_img
    L4_2 = A0_2._cur_data
    L4_2 = L4_2.ImagePath
    L1_2(L2_2, L3_2, L4_2)
  else
    L1_2 = A0_2._binder
    L1_2 = L1_2.lock_root
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = true
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.unlock_root
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = false
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.replay_btn
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = false
    L1_2(L2_2, L3_2)
  end
end
L0_1._setup_right_panel = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_exit_btn_clicked = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._cur_data
  L2_2 = L1_2
  L1_2 = L1_2.Play
  L1_2(L2_2)
end
L0_1._on_play_btn_clicked = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2
  L3_2 = A0_2._data_tb
  L4_2 = A2_2 + 1
  L3_2 = L3_2[L4_2]
  L4_2 = L3_2.IsTitle
  if L4_2 then
    L5_2 = A0_2
    L4_2 = A0_2._on_setup_title_view
    L6_2 = A1_2
    L7_2 = A2_2
    return L4_2(L5_2, L6_2, L7_2)
  else
    L5_2 = A0_2
    L4_2 = A0_2._on_setup_tab_view
    L6_2 = A1_2
    L7_2 = A2_2
    return L4_2(L5_2, L6_2, L7_2)
  end
end
L0_1._on_item_changed = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  A0_2._cur_data = A1_2
  L3_2 = A0_2._cur_panel
  if L3_2 then
    L3_2 = A0_2._cur_panel
    L4_2 = L3_2
    L3_2 = L3_2.set_checked
    L5_2 = false
    L3_2(L4_2, L5_2)
  end
  A0_2._cur_panel = A2_2
  L3_2 = A0_2._cur_panel
  L4_2 = L3_2
  L3_2 = L3_2.set_checked
  L5_2 = true
  L3_2(L4_2, L5_2)
  L4_2 = A0_2
  L3_2 = A0_2._setup_right_panel
  L3_2(L4_2)
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.ChessRogueUtils
  L3_2 = L3_2.SetSubStorySeen
  L4_2 = A1_2.ID
  L3_2(L4_2)
end
L0_1._on_left_item_clicked = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_first_view
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_ui_navigation
  L1_2(L2_2)
end
L0_1._on_get_story_info_rsp = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    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 = L4_2(L5_2)
    L2_2(L3_2, L4_2, L5_2)
  end
end
L0_1._on_enter_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.sub_mission_list_view
  L2_2 = L1_2
  L1_2 = L1_2.MovePanelToItemIndex
  L3_2 = 0
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.sub_mission_list_view
  L2_2 = L1_2
  L1_2 = L1_2.GetShownItemByItemIndex
  L3_2 = 1
  L1_2 = L1_2(L2_2, L3_2)
  if L1_2 then
    L2_2 = L1_2.UserObjectData
    L2_2 = L2_2._binder
    L2_2 = L2_2.root
    L2_2 = L2_2.gameObject
    return L2_2
  end
end
L0_1.get_first_selected_object = L2_1
function L2_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)
end
L0_1._init_ui_navigation = L2_1
return L0_1
