local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.BattleCollege.BattleCollegeLevelInfoDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.BattleCollege.BattleCollegeLevelTutorialTabItem"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.BattleCollege.BattleCollegeLevelTutorialTabItemBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.BattleCollege.BattleCollegeAimListTabItem"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.BattleCollege.BattleCollegeAimListTabItemBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattleCollegeLevelInfoDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2, A1_2)
end
L0_1.init = L1_1
function L1_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_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.BattleCollegeLevelInfoDialogBinder
  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
  L1_2[1] = L2_2
  A0_2.listen_zooms = L1_2
end
L0_1.ctor = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.click_item_by_uid
  L3_2 = 1
  L1_2(L2_2, L3_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2)
  local 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_bg
  L1_2(L2_2, L3_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_left
  L4_2 = A0_2._on_click_btn_left
  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_right
  L4_2 = A0_2._on_click_btn_right
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel_without_binder
  L3_2 = G
  L3_2 = L3_2.TabControl
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._tab_control = L1_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.set_tab_btns_root
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_tab_control
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_aim_list_tab_item
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_tutorial_tab_item
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = {}
  L4_2 = "ActionGroup_Return"
  L3_2[1] = L4_2
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.short_cut_hint_panel = L1_2
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.BattleCollegeAimListTabItem
  L4_2 = G
  L4_2 = L4_2.BattleCollegeAimListTabItemBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._aim_list_tab_item = L1_2
  L1_2 = A0_2._aim_list_tab_item
  L1_2.button_prefab_index = 0
  L1_2 = A0_2._aim_list_tab_item
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_aim_list
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.add_item
  L3_2 = A0_2._aim_list_tab_item
  L1_2(L2_2, L3_2)
end
L0_1._init_aim_list_tab_item = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.BattleCollegeLevelTutorialTabItem
  L4_2 = G
  L4_2 = L4_2.BattleCollegeLevelTutorialTabItemBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._tutorial_tab_item = L1_2
  L1_2 = A0_2._tutorial_tab_item
  L1_2.button_prefab_index = 0
  L1_2 = A0_2._tutorial_tab_item
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_tutorial_panel
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.add_item
  L3_2 = A0_2._tutorial_tab_item
  L1_2(L2_2, L3_2)
end
L0_1._init_tutorial_tab_item = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.select_prev
  L1_2(L2_2)
end
L0_1._on_click_btn_left = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.select_next
  L1_2(L2_2)
end
L0_1._on_click_btn_right = L1_1
return L0_1
