local L0_1, L1_1, L2_1, L3_1, L4_1
L0_1 = "MiniGameReShaPanel_RouteInfo_Checked"
L1_1 = "MiniGameReShaPanel_RouteInfo_Unchecked"
L2_1 = G
L2_1 = L2_1.Class
L3_1 = "MiniGameReShaConditionItemPanel"
L4_1 = G
L4_1 = L4_1.BasePanel
L2_1 = L2_1(L3_1, L4_1)
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.rpg_animation_event
  L2_2 = L1_2
  L1_2 = L1_2.AddAnimationEvent
  L3_2 = L0_1
  function L4_2()
    local L0_3, L1_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._on_anim_end
    L0_3(L1_3)
  end
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.rpg_animation_event
  L2_2 = L1_2
  L1_2 = L1_2.AddAnimationEvent
  L3_2 = L1_1
  function L4_2()
    local L0_3, L1_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._on_anim_end
    L0_3(L1_3)
  end
  L1_2(L2_2, L3_2, L4_2)
end
L2_1._on_load = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  A0_2._is_matched = false
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.UIAnimationUtils
  L1_2 = L1_2.PlayToEnd
  L2_2 = A0_2._binder
  L2_2 = L2_2.animation
  L3_2 = L1_1
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_status
  L1_2(L2_2)
end
L2_1.reset = L3_1
function L3_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._is_matched
  if L2_2 == A1_2 then
    return
  end
  A0_2._is_matched = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_not_matched
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_matched
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_effect
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._is_matched
  if L2_2 then
    L2_2 = CS
    L2_2 = L2_2.RPG
    L2_2 = L2_2.Client
    L2_2 = L2_2.UIAnimationUtils
    L2_2 = L2_2.PlayFromBegin
    L3_2 = A0_2._binder
    L3_2 = L3_2.animation
    L4_2 = L0_1
    L2_2(L3_2, L4_2)
  else
    L2_2 = CS
    L2_2 = L2_2.RPG
    L2_2 = L2_2.Client
    L2_2 = L2_2.UIAnimationUtils
    L2_2 = L2_2.PlayFromBegin
    L3_2 = A0_2._binder
    L3_2 = L3_2.animation
    L4_2 = L1_1
    L2_2(L3_2, L4_2)
  end
end
L2_1.set_matched = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_status
  L1_2(L2_2)
end
L2_1._on_anim_end = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_not_matched
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_matched
  L3_2 = not L3_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_matched
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_matched
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_effect
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L2_1._refresh_status = L3_1
return L2_1
