local L0_1, L1_1, L2_1, L3_1, L4_1
L0_1 = require
L1_1 = "Ui.Activity.FightActivity.FightNextWaveDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "FightNextWaveDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = 3
L2_1 = CS
L2_1 = L2_1.RPG
L2_1 = L2_1.GameCore
L2_1 = L2_1.RaidTargetConfigExcelTable
L3_1 = CS
L3_1 = L3_1.RPG
L3_1 = L3_1.Client
L3_1 = L3_1.GlobalVars
L3_1 = L3_1.s_ModuleManager
L3_1 = L3_1.FightActivityModule
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_AboveDialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.FightNextWaveDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._current_time = 0
end
L0_1.ctor = L4_1
function L4_1(A0_2, A1_2)
  local L2_2
  L2_2 = A1_2 or nil
  if not A1_2 then
    L2_2 = L1_1
  end
  A0_2._duration = L2_2
end
L0_1.init = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L1_2 = 1
  L2_2 = 3
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L5_2 = A0_2._binder
    L5_2 = L5_2.node_difficulty
    L5_2 = L5_2[L4_2]
    L6_2 = L5_2
    L5_2 = L5_2.SafeSetActive
    L7_2 = L3_1.BattleLevel
    L7_2 = L7_2 == L4_2
    L5_2(L6_2, L7_2)
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_desc
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = L3_1.BattleTips
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.add_tick
  L1_2(L2_2)
end
L0_1._setup_view = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = A0_2._current_time
  L2_2 = L2_2 + A1_2
  A0_2._current_time = L2_2
  L2_2 = A0_2._current_time
  L3_2 = A0_2._duration
  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 = L4_1
return L0_1
