local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "HeroBasicTypePanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  A0_2._hero_basic_type = A1_2
  L3_2 = A0_2
  L2_2 = A0_2.safe_set_active
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = #A1_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.AvatarExcelTable
  L3_2 = L3_2.GetData
  L4_2 = L2_2
  L3_2 = L3_2(L4_2)
  A0_2._avatar_row = L3_2
  L4_2 = A0_2
  L3_2 = A0_2._setup_profession
  L3_2(L4_2)
  L4_2 = A0_2
  L3_2 = A0_2._setup_damage_type
  L3_2(L4_2)
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.GlobalVars
  L3_2 = L3_2.s_ModuleManager
  L3_2 = L3_2.TutorialSupportModule
  L4_2 = L3_2
  L3_2 = L3_2.SetNodeDynamicKey
  L5_2 = A0_2._binder
  L5_2 = L5_2.btn_root
  L5_2 = L5_2.gameObject
  L6_2 = A0_2._avatar_row
  L6_2 = L6_2.AvatarBaseType
  L6_2 = #L6_2
  L3_2(L4_2, L5_2, L6_2)
end
L0_1.setup_view = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_root
  L3_2 = L2_2
  L2_2 = L2_2.SetChecked
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_cur_profession
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.effect_active_02
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_selected = L1_1
function L1_1(A0_2, A1_2, A2_2)
  A0_2._callback = A1_2
  A0_2._callback_self = A2_2
end
L0_1.set_btn_callback = 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_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_root
  L4_2 = A0_2._on_btn_click
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.save_navigation_target
    L2_3 = A0_2._binder
    L2_3 = L2_3.btn_root
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_2
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2
  A0_2._avatar_row = nil
  A0_2._type_row = nil
end
L0_1._on_dispose = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._hero_basic_type
  return L1_2
end
L0_1.get_hero_basic_type = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.AvatarBaseTypeExcelTable
  L1_2 = L1_2.GetData
  L2_2 = A0_2._avatar_row
  L2_2 = L2_2.AvatarBaseType
  L1_2 = L1_2(L2_2)
  A0_2._type_row = L1_2
  L3_2 = A0_2
  L2_2 = A0_2._async_load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.img_profession_icon
  L5_2 = L1_2.BaseTypeIcon
  L2_2(L3_2, L4_2, L5_2)
  L3_2 = A0_2
  L2_2 = A0_2._async_load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.img_profession_icon_add
  L5_2 = L1_2.BaseTypeIcon
  L2_2(L3_2, L4_2, L5_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.txt_profession_name
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = L1_2.BaseTypeText
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.txt_profession_name_first_world
  L3_2 = L2_2
  L2_2 = L2_2.SetCustomizedText
  L4_2 = L1_2.FirstWordText
  L2_2(L3_2, L4_2)
end
L0_1._setup_profession = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.DamageTypeExcelTable
  L1_2 = L1_2.GetData
  L2_2 = A0_2._avatar_row
  L2_2 = L2_2.DamageType
  L1_2 = L1_2(L2_2)
  L3_2 = A0_2
  L2_2 = A0_2._async_load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.img_damage_type_icon
  L5_2 = L1_2.DamageTypeIconPath
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._setup_damage_type = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._callback
  if L1_2 then
    L1_2 = A0_2._callback_self
    if L1_2 then
      L1_2 = A0_2._avatar_row
      if L1_2 then
        L1_2 = A0_2._callback
        L2_2 = A0_2._callback_self
        L3_2 = A0_2._hero_basic_type
        L4_2 = A0_2._avatar_row
        L1_2(L2_2, L3_2, L4_2)
      end
    end
  end
end
L0_1._on_btn_click = L1_1
return L0_1
