local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1
L0_1 = require
L1_1 = "Ui.Inventory.InventoryItemIconPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Inventory.InventoryItemIconPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.SingleTimeRewardActivityPanelBinder"
L0_1(L1_1)
L0_1 = CS
L0_1 = L0_1.RPG
L0_1 = L0_1.Client
L0_1 = L0_1.GlobalVars
L0_1 = L0_1.s_ModuleManager
L0_1 = L0_1.ActivityModule
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.GlobalVars
L1_1 = L1_1.s_NetworkManager
L2_1 = CS
L2_1 = L2_1.RPG
L2_1 = L2_1.Client
L2_1 = L2_1.DailyLoginRewardActivityData
L2_1 = L2_1.RewardStatus
L3_1 = G
L3_1 = L3_1.Class
L4_1 = "SingleTimeRewardActivityPanel"
L5_1 = G
L5_1 = L5_1.TabItem
L3_1 = L3_1(L4_1, L5_1)
function L4_1(A0_2, A1_2, A2_2, A3_2)
  A0_2._data = A3_2
end
L3_1.ctor = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L3_2 = A0_2
  L2_2 = A0_2.is_current_tab_item
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.is_active_in_hierarchy
    L2_2 = L2_2(L3_2)
    if L2_2 then
      goto lbl_10
    end
  end
  do return end
  ::lbl_10::
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2._is_can_to_zoom
    L4_2 = NavigationZoneType
    L4_2 = L4_2.Zone2
    L2_2 = L2_2(L3_2, L4_2)
    if L2_2 then
      L3_2 = A0_2
      L2_2 = A0_2.setup_short_cut_hint_panel
      L4_2 = 31
      L2_2(L3_2, L4_2)
    else
      L3_2 = A0_2
      L2_2 = A0_2.setup_short_cut_hint_panel
      L4_2 = 1
      L2_2(L3_2, L4_2)
    end
  else
    L2_2 = NavigationZoneType
    L2_2 = L2_2.Zone2
    if A1_2 == L2_2 then
      L3_2 = A0_2
      L2_2 = A0_2.set_navigation_target
      L5_2 = A0_2
      L4_2 = A0_2.get_navigation_target
      L4_2, L5_2 = L4_2(L5_2)
      L2_2(L3_2, L4_2, L5_2)
    end
  end
end
L3_1._on_enter_zoom = L4_1
function L4_1(A0_2, A1_2)
  local L2_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    L2_2 = true
    return L2_2
  end
  L2_2 = false
  return L2_2
end
L3_1._is_can_to_zoom = L4_1
function L4_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_btn
  L1_2 = L1_2.gameObject
  return L1_2
end
L3_1.get_first_selected_object = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_tab_panel
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_reddot
  L1_2(L2_2)
end
L3_1._on_added = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._owner
  L2_2 = L1_2
  L1_2 = L1_2._get_panel_prefab_path_by_activity_data
  L3_2 = A0_2._data
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = A0_2._is_custom_bind
  if not L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.bind
    L4_2 = L1_2
    L2_2(L3_2, L4_2)
  end
  A0_2._is_custom_bind = true
  L3_2 = A0_2
  L2_2 = A0_2._custom_on_load
  L2_2(L3_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.root
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._request_login_reward_data
  L2_2(L3_2)
end
L3_1._on_select = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._is_custom_loaded
  if L1_2 then
    return
  end
  A0_2._is_custom_loaded = true
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.ActivityGetReward
  L4_2 = A0_2._on_activity_get_reward
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.ActivityLoginRewardDataRefresh
  L4_2 = A0_2._on_activity_login_reward_data_refresh
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = G
  L1_2 = L1_2.new
  L2_2 = G
  L2_2 = L2_2.ButtonMutex
  L1_2 = L1_2(L2_2)
  A0_2._btn_mutex = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.tips_btn
  L4_2 = A0_2._show_introduce
  L1_2(L2_2, L3_2, L4_2)
end
L3_1._custom_on_load = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  A0_2._data = nil
  L1_2 = G
  L1_2 = L1_2.delete
  L2_2 = A0_2._btn_mutex
  L1_2(L2_2)
  A0_2._btn_mutex = nil
end
L3_1._on_dispose = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._btn_mutex
  if L1_2 == nil then
    return
  end
  L1_2 = 1
  L2_2 = A0_2._btn_mutex
  L3_2 = L2_2
  L2_2 = L2_2.Check
  function L4_2()
    local L0_3, L1_3
    L0_3 = L1_1
    L1_3 = L0_3
    L0_3 = L0_3.MIBFBNDDDDB
    L0_3(L1_3)
  end
  L5_2 = L1_2
  L2_2(L3_2, L4_2, L5_2)
end
L3_1._request_login_reward_data = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.root
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
end
L3_1._on_unselect = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._data
  L1_2(L2_2, L3_2)
end
L3_1._setup_tab_panel = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "ActivityQuest"
  L4_2 = A0_2._data
  L4_2 = L4_2.PanelID
  L1_2(L2_2, L3_2, L4_2)
end
L3_1._setup_reddot = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_desc
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.PanelDesc
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.TitleName
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_tips
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.TagDesc
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_reward_btn
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.remain_timer
  L2_2 = L1_2
  L1_2 = L1_2.SetTargetTimeByTimeStamp
  L3_2 = A0_2._data
  L3_2 = L3_2.EndTimeStamp
  L4_2 = A0_2._notify_activity_refresh_all
  L5_2 = A0_2
  L6_2 = 2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L2_2 = A0_2
  L1_2 = A0_2.setup_short_cut_hint_panel
  L3_2 = 1
  L1_2(L2_2, L3_2)
end
L3_1._refresh = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._data
  L1_2 = L1_2.RewardStatuses
  L1_2 = L1_2[0]
  L2_2 = L2_1.Available
  L2_2 = L1_2 == L2_2
  L3_2 = A0_2._binder
  L3_2 = L3_2.reward_btn_text
  L4_2 = L3_2
  L3_2 = L3_2.SafeSetTextID
  if L2_2 then
    L5_2 = "UIText_QuestMissionGet_Btn"
    if L5_2 then
      goto lbl_18
    end
  end
  L5_2 = "UIText_QuestMissionGot_Btn"
  ::lbl_18::
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.reward_btn
  L4_2 = L3_2
  L3_2 = L3_2.SafeSetInteractable
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L4_2 = A0_2
  L3_2 = A0_2._bind_btn_callback
  L5_2 = A0_2._binder
  L5_2 = L5_2.reward_btn
  L6_2 = A0_2._take_reward
  L3_2(L4_2, L5_2, L6_2)
end
L3_1._refresh_reward_btn = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.SuperDebug
  L1_2 = L1_2.Log
  L2_2 = "[SingleTimeReward] _take_reward() called"
  L1_2(L2_2)
  L1_2 = L0_1
  L2_2 = L1_2
  L1_2 = L1_2.TakeLoginReward
  L3_2 = A0_2._data
  L3_2 = L3_2.PanelID
  L4_2 = 1
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_btn
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetInteractable
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_btn_text
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_QuestMissionGot_Btn"
  L1_2(L2_2, L3_2)
end
L3_1._take_reward = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._state
  L3_2 = L3_1.SelectState
  L3_2 = L3_2.Selected
  if L2_2 == L3_2 and nil ~= A1_2 then
    L2_2 = G
    L2_2 = L2_2.UIManager
    L2_2 = L2_2.load_and_show
    L3_2 = "Ui.Common.RewardDialog"
    L4_2 = A1_2
    L2_2(L3_2, L4_2)
    L3_2 = A0_2
    L2_2 = A0_2._refresh_reward_btn
    L2_2(L3_2)
  end
end
L3_1._on_activity_get_reward = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._state
  L2_2 = L3_1.SelectState
  L2_2 = L2_2.Selected
  if L1_2 == L2_2 then
    L2_2 = A0_2
    L1_2 = A0_2._refresh_reward_btn
    L1_2(L2_2)
  end
end
L3_1._on_activity_login_reward_data_refresh = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.ActivityRefreshAll
  L1_2(L2_2)
end
L3_1._notify_activity_refresh_all = L4_1
function L4_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.RewardUtils
  L1_2 = L1_2.CreateRewardItemTable
  L2_2 = A0_2._data
  L2_2 = L2_2.RewardIDList
  L2_2 = L2_2[0]
  L1_2 = L1_2(L2_2)
  L2_2 = {}
  L3_2 = ipairs
  L4_2 = L1_2
  L3_2, L4_2, L5_2 = L3_2(L4_2)
  for L6_2, L7_2 in L3_2, L4_2, L5_2 do
    L8_2 = table
    L8_2 = L8_2.insert
    L9_2 = L2_2
    L10_2 = L7_2.ItemID
    L8_2(L9_2, L10_2)
  end
  L3_2 = G
  L3_2 = L3_2.InventoryUtils
  L3_2 = L3_2.show_item_detail_display_dialog_for_gamepad
  L4_2 = {}
  L4_2.items = L2_2
  L3_2(L4_2)
end
L3_1.on_left_stick_button_click = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.show_introduce
  L2_2 = A0_2._data
  L2_2 = L2_2.TagDesc
  L3_2 = A0_2._data
  L3_2 = L3_2.IntroDesc
  L1_2(L2_2, L3_2)
end
L3_1._show_introduce = L4_1
return L3_1
