local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.RogueDLC.RogueEndless.ActivityMain.RogueEndlessRecordPageBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Avatar.AvatarSimpleIconPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Avatar.AvatarSimpleIconPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Rogue.Finish.RogueMiracleIconPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Rogue.Finish.RogueMiracleIconPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Rogue.Finish.RogueBuffTypeIconPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Rogue.Finish.RogueBuffTypeIconPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "RogueEndlessRecordPage"
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.RogueModule
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
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.TransitionStyle_AboveAndBelowBlack
  A0_2._transition_style = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.RogueEndlessRecordPageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
  A0_2._need_restart = false
  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 = L2_1
function L2_1(A0_2, A1_2, A2_2)
  A0_2._data = A1_2
  A0_2._index = A2_2
end
L0_1.init = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_back
  L4_2 = A0_2._on_btn_back
  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_continue
  L4_2 = A0_2._on_btn_continue
  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_restart
  L4_2 = A0_2._on_btn_restart
  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_detail1
  L4_2 = A0_2._on_btn_detail
  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_detail2
  L4_2 = A0_2._on_btn_detail
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_avatar
  L2_2 = L1_2
  L1_2 = L1_2.init
  L3_2 = A0_2
  L4_2 = 0
  L5_2 = A0_2._on_avatar_item_changed
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = 31
  L1_2(L2_2, L3_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_info_view
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_rogue_view
  L1_2(L2_2)
end
L0_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_area
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._data
  L4_2 = A0_2._index
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_area
  L2_2 = L1_2
  L1_2 = L1_2.set_enable_click
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._data
  L1_2 = L1_2.IsNormalFinished
  if L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.txt_progress_title
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetTextID
    L3_2 = "UIText_ActivityRogueEndless_MainUI__Challenge_Hard"
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.txt_progress
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetText
    L3_2 = A0_2._data
    L3_2 = L3_2.EndlessAchievedProgress
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.txt_progress_max
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetText
    L3_2 = A0_2._data
    L3_2 = L3_2.EndlessMaxProgress
    L1_2(L2_2, L3_2)
  else
    L1_2 = A0_2._binder
    L1_2 = L1_2.txt_progress_title
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetTextID
    L3_2 = "UIText_ActivityRogueEndless_MainUI__Challenge_Normal"
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.txt_progress
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetText
    L3_2 = A0_2._data
    L3_2 = L3_2.NormalCurrentProgress
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.txt_progress_max
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetText
    L3_2 = A0_2._data
    L3_2 = L3_2.NormalMaxProgress
    L1_2(L2_2, L3_2)
  end
end
L0_1._setup_info_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_list
  L2_2 = A0_2._data
  L3_2 = L2_2
  L2_2 = L2_2.GetCurrentAvatarDatas
  L2_2, L3_2, L4_2 = L2_2(L3_2)
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._avatar_datas = L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_avatar
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._avatar_datas
  L3_2 = #L3_2
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_avatar
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_list
  L2_2 = A0_2._data
  L3_2 = L2_2
  L2_2 = L2_2.GetCurrentMiracles
  L2_2, L3_2, L4_2 = L2_2(L3_2)
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._miracle_datas = L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_miracle_count
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._miracle_datas
  L3_2 = #L3_2
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._update_rogue_buff_data
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_buff_count
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._buff_datas
  L3_2 = #L3_2
  L1_2(L2_2, L3_2)
end
L0_1._setup_rogue_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 = 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.AvatarSimpleIconPanel
    L8_2 = G
    L8_2 = L8_2.AvatarSimpleIconPanelBinder
    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._avatar_datas
  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)
  return L3_2
end
L0_1._on_avatar_item_changed = 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 = 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.RogueMiracleIconPanel
    L8_2 = G
    L8_2 = L8_2.RogueMiracleIconPanelBinder
    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._miracle_datas
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L5_2 = L5_2.MiracleID
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2
  L6_2(L7_2, L8_2)
  return L3_2
end
L0_1._on_miracle_item_changed = 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 = 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.RogueBuffTypeIconPanel
    L8_2 = G
    L8_2 = L8_2.RogueBuffTypeIconPanelBinder
    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._buff_type_datas
  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)
  return L3_2
end
L0_1._on_buff_item_changed = 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_btn_back = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.RogueDLC.RogueEndless.Record.RogueEndlessRecordDetailPage"
  L3_2 = A0_2._data
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_detail = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = L1_1
  L2_2 = L1_2
  L1_2 = L1_2.EnterRogue
  L3_2 = A0_2._data
  L3_2 = L3_2.AreaID
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_continue = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._data
  L1_2 = L1_2.IsNormalFinished
  if L1_2 then
    L1_2 = CS
    L1_2 = L1_2.RPG
    L1_2 = L1_2.Client
    L1_2 = L1_2.ConfirmDialogUtil
    L1_2 = L1_2.ShowOkCancelHint
    L2_2 = "UIText_Rogue_Quit_Comfirm_Desc"
    L3_2 = "UIText_Rogue_Quit_Comfirm_Title"
    function L4_2(A0_3)
      local L1_3, L2_3, L3_3
      if A0_3 then
        L1_3 = G
        L1_3 = L1_3.UIManager
        L1_3 = L1_3.load_and_async_show
        L2_3 = "Ui.RogueDLC.RogueEndless.ActivityMain.RogueEndlessStartPage"
        L3_3 = A0_2._data
        L1_3(L2_3, L3_3)
      end
    end
    L1_2(L2_2, L3_2, L4_2)
  else
    L1_2 = CS
    L1_2 = L1_2.RPG
    L1_2 = L1_2.Client
    L1_2 = L1_2.ConfirmDialogUtil
    L1_2 = L1_2.ShowOkCancelHint
    L2_2 = "UIText_Rogue_Quit_Comfirm_Desc"
    L3_2 = "UIText_Rogue_Quit_Comfirm_Title"
    function L4_2(A0_3)
      local L1_3, L2_3
      if A0_3 then
        L1_3 = A0_2
        L2_3 = L1_3
        L1_3 = L1_3._do_restart
        L1_3(L2_3)
      end
    end
    L1_2(L2_2, L3_2, L4_2)
  end
end
L0_1._on_btn_restart = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.RogueDLC.RogueEndless.ActivityMain.RogueEndlessStartPage"
  L3_2 = A0_2._data
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = L1_2.LuaTable
  L3_2 = L2_2
  L2_2 = L2_2.view_set_promise
  L2_2 = L2_2(L3_2)
  L4_2 = L2_2
  L3_2 = L2_2.ThenLuaAction
  function L5_2()
    local L0_3, L1_3, L2_3
    L0_3 = L1_1
    L1_3 = L0_3
    L0_3 = L0_3.QuitRogue
    L2_3 = A0_2._data
    L2_3 = L2_3.AreaID
    L0_3(L1_3, L2_3)
    L0_3 = CS
    L0_3 = L0_3.RPG
    L0_3 = L0_3.Client
    L0_3 = L0_3.NetworkManager
    L0_3 = L0_3.FFOMLPONIFB
    L1_3 = L0_3
    L0_3 = L0_3.FJOKMKFOMGN
    L0_3(L1_3)
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.exit
    L0_3(L1_3)
  end
  L3_2(L4_2, L5_2)
end
L0_1._do_restart = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_list
  L2_2 = A0_2._data
  L3_2 = L2_2
  L2_2 = L2_2.GetCurrentBuffs
  L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2 = L2_2(L3_2)
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
  A0_2._buff_datas = L1_2
  L1_2 = {}
  A0_2._buff_type_datas = L1_2
  L2_2 = A0_2
  L1_2 = A0_2.get_buff_type_to_num_dic
  L3_2 = A0_2._buff_datas
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.GameCore
  L2_2 = L2_2.RogueBuffTypeExcelTable
  L2_2 = L2_2.dataDict
  L3_2 = L2_2
  L2_2 = L2_2.GetEnumerator
  L2_2 = L2_2(L3_2)
  while true do
    L4_2 = L2_2
    L3_2 = L2_2.MoveNext
    L3_2 = L3_2(L4_2)
    if not L3_2 then
      break
    end
    L3_2 = L2_2.Current
    L3_2 = L3_2.Value
    L4_2 = L3_2.RogueBuffType
    L5_2 = L1_2[L4_2]
    if not L5_2 then
      L5_2 = 0
    end
    if 0 < L5_2 then
      L6_2 = {}
      L7_2 = L3_2.RogueBuffTypeIcon
      L6_2.Icon = L7_2
      L6_2.Num = L5_2
      L7_2 = table
      L7_2 = L7_2.insert
      L8_2 = A0_2._buff_type_datas
      L9_2 = A0_2._buff_type_datas
      L9_2 = #L9_2
      L9_2 = L9_2 + 1
      L10_2 = L6_2
      L7_2(L8_2, L9_2, L10_2)
    end
  end
end
L0_1._update_rogue_buff_data = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
  L2_2 = {}
  L3_2 = ipairs
  L4_2 = A1_2
  L3_2, L4_2, L5_2 = L3_2(L4_2)
  for L6_2, L7_2 in L3_2, L4_2, L5_2 do
    L9_2 = L7_2
    L8_2 = L7_2.GetRogueBuffType
    L8_2 = L8_2(L9_2)
    L9_2 = L2_2[L8_2]
    if L9_2 == nil then
      L2_2[L8_2] = 1
    else
      L9_2 = L2_2[L8_2]
      L9_2 = L9_2 + 1
      L2_2[L8_2] = L9_2
    end
  end
  return L2_2
end
L0_1.get_buff_type_to_num_dic = L2_1
return L0_1
