local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ActivityClockParkGamePlayCheckCommentPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2
end
L0_1._on_load = 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.txt
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.setup_view = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  if A1_2 == 0 then
    L3_2 = A0_2
    L2_2 = A0_2._show_fade_in
    L2_2(L3_2)
    return
  end
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.CoroutineUtils
  L2_2 = L2_2.InvokeAfterSeconds
  L3_2 = A1_2
  function L4_2()
    local L0_3, L1_3
    L0_3 = A0_2._binder
    if L0_3 == nil then
      return
    end
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._show_fade_in
    L0_3(L1_3)
  end
  L2_2(L3_2, L4_2)
end
L0_1.play_fade_in = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.safe_set_active
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.animation
  L2_2 = L1_2
  L1_2 = L1_2.Play
  L3_2 = "ClockParkDialogBubble_FadeIn"
  L1_2(L2_2, L3_2)
end
L0_1._show_fade_in = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.animation
  L2_2 = L1_2
  L1_2 = L1_2.Play
  L3_2 = "ClockParkDialogBubble_FadeOut"
  L1_2(L2_2, L3_2)
end
L0_1.play_fade_out = L1_1
return L0_1
