local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MainPage.ActivityMonopolyMapLoadingDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ActivityMonopolyMapLoadingDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = 5
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_AboveDialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.ActivityMonopolyMapLoadingDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._is_resp_esc = false
  A0_2._cur_time = 0
  A0_2._is_special_above_dialog = 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.UIMonopolyEndTransition
  L4_2 = A0_2._on_notify_close
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.rpg_anim_event
  L2_2 = L1_2
  L1_2 = L1_2.AddAnimationEvent
  L3_2 = "MonopolyGameplayTransition_FadeIn"
  function L4_2()
    local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3
    L0_3 = CS
    L0_3 = L0_3.RPG
    L0_3 = L0_3.Client
    L0_3 = L0_3.GlobalVars
    L0_3 = L0_3.s_GamePhaseManager
    L1_3 = L0_3
    L0_3 = L0_3.GetCurrentPhase
    L0_3 = L0_3(L1_3)
    L2_3 = L0_3
    L1_3 = L0_3.GetMainWorld
    L1_3 = L1_3(L2_3)
    L2_3 = CS
    L2_3 = L2_3.RPG
    L2_3 = L2_3.GameCore
    L2_3 = L2_3.GameWorldStatic
    L2_3 = L2_3.TriggerCustomStringEvent
    L3_3 = L1_3
    L4_3 = nil
    L5_3 = "MONOPOLY_SHOW_TRANSITION_UI_FINISHED"
    L2_3(L3_3, L4_3, L5_3)
    L2_3 = A0_2
    L3_3 = L2_3
    L2_3 = L2_3.add_tick
    L2_3(L3_3)
  end
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.UIMonopolyEndTransitionFinished
  L1_2(L2_2)
end
L0_1._on_dispose = L2_1
function L2_1(A0_2)
  local L1_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.exit
  L1_2(L2_2)
end
L0_1._on_notify_close = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = A0_2._cur_time
  L2_2 = L2_2 + A1_2
  A0_2._cur_time = L2_2
  L2_2 = A0_2._cur_time
  L3_2 = L1_1
  if L2_2 > L3_2 then
    L3_2 = A0_2
    L2_2 = A0_2.exit
    L2_2(L3_2)
  end
end
L0_1._on_tick = L2_1
function L2_1(A0_2)
  local L1_2
  return
end
L0_1._in_control_exit_click = L2_1
return L0_1
