local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.Activity.ActivityPunkLord.PunkLordSupplyDialogBinder"
L0_1(L1_1)
L0_1 = CS
L0_1 = L0_1.RPG
L0_1 = L0_1.GameCore
L0_1 = L0_1.ConstValueCommonExcelTable
L0_1 = L0_1.GetData
L1_1 = "PunkLord_Stamina_Charge"
L0_1 = L0_1(L1_1)
L0_1 = L0_1.Value
L0_1 = L0_1.IntValue
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "PunkLordSupplyDialog"
L3_1 = G
L3_1 = L3_1.UIController
L1_1 = L1_1(L2_1, L3_1)
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_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.PunkLordSupplyDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
end
L1_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._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_bg
  L4_2 = A0_2._exit
  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_close
  L4_2 = A0_2._exit
  L1_2(L2_2, L3_2, L4_2)
end
L1_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.GlobalVars
  L1_2 = L1_2.s_ModuleManager
  L1_2 = L1_2.PunkLordModule
  L1_2 = L1_2.ConsumeStaminaCount
  L2_2 = L0_1
  L1_2 = L1_2 % L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_cur
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetText
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_total
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetText
  L4_2 = L0_1
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.progress_bar
  L3_2 = 1.0 * L1_2
  L4_2 = L0_1
  L3_2 = L3_2 / L4_2
  L2_2.fillAmount = L3_2
end
L1_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
L1_1._exit = L2_1
return L1_1
