local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.NewbieTicketActivityPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.NewbieTicketItemPanel"
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 = G
L1_1 = L1_1.Class
L2_1 = "NewbieTicketActivityPanel"
L3_1 = G
L3_1 = L3_1.TabItem
L1_1 = L1_1(L2_1, L3_1)
function L2_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2
  A0_2._quest_item_count = 4
  A0_2._activity_data = A3_2
  L4_2 = {}
  A0_2._activity_quests = L4_2
  L4_2 = {}
  A0_2._btns = L4_2
  L4_2 = {}
  A0_2._config_id_list = L4_2
end
L1_1.ctor = L2_1
function L2_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
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.activity_desc_btn
  L4_2 = A0_2._on_desc_btn_clicked
  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.QuestGetReward
  L4_2 = L1_1._on_quest_get_reward
  L1_2(L2_2, L3_2, L4_2)
  A0_2._is_custom_loaded = true
end
L1_1._custom_on_load = L2_1
function L2_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.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
L1_1._on_enter_zoom = L2_1
function L2_1(A0_2, A1_2)
  local L2_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone2
  if A1_2 == L2_2 then
    L2_2 = true
    return L2_2
  end
end
L1_1._is_can_to_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L1_2 = A0_2._btns
  L1_2 = #L1_2
  if L1_2 == 0 then
    L1_2 = nil
    return L1_2
  end
  L1_2 = ipairs
  L2_2 = A0_2._activity_quests
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L6_2 = L5_2._status
    L7_2 = CS
    L7_2 = L7_2.LEOGBBOPKKO
    L7_2 = L7_2.JKFPIINHGPD
    if L6_2 == L7_2 then
      L6_2 = A0_2._btns
      L6_2 = L6_2[L4_2]
      L6_2 = L6_2.transform
      L6_2 = L6_2.gameObject
      return L6_2
    end
  end
  L1_2 = A0_2._btns
  L1_2 = L1_2[1]
  L1_2 = L1_2.transform
  L1_2 = L1_2.gameObject
  return L1_2
end
L1_1.get_first_selected_object = L2_1
function L2_1(A0_2)
  local L1_2
end
L1_1._setup_view = L2_1
function L2_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
L1_1._on_added = L2_1
function L2_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._activity_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)
  L3_2 = A0_2
  L2_2 = A0_2._setup_view
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_texts
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_quests
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_progress_panel_view
  L2_2(L3_2)
end
L1_1._on_select = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.activity_brief_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TagDesc
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.activity_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TitleName
  L1_2(L2_2, L3_2)
end
L1_1._setup_texts = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._config_id_list
  L1_2 = #L1_2
  if 0 < L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.is_current_tab_item
    L1_2 = L1_2(L2_2)
    if L1_2 then
      L1_2 = {}
      L2_2 = A0_2._config_id_list
      L1_2.items = L2_2
      L2_2 = G
      L2_2 = L2_2.InventoryUtils
      L2_2 = L2_2.show_item_detail_display_dialog_for_gamepad
      L3_2 = L1_2
      L2_2(L3_2)
    end
  end
end
L1_1.on_left_stick_button_click = 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, L11_2, L12_2
  L1_2 = {}
  A0_2._activity_quests = L1_2
  L1_2 = {}
  A0_2._btns = L1_2
  L1_2 = 0
  L2_2 = ipairs
  L3_2 = A0_2._binder
  L3_2 = L3_2.activity_quest_items
  L2_2, L3_2, L4_2 = L2_2(L3_2)
  for L5_2, L6_2 in L2_2, L3_2, L4_2 do
    L8_2 = A0_2
    L7_2 = A0_2.create_panel
    L9_2 = G
    L9_2 = L9_2.NewbieTicketItemPanel
    L10_2 = G
    L10_2 = L10_2.NewbieTicketItemPanelBinder
    L7_2 = L7_2(L8_2, L9_2, L10_2)
    L9_2 = L7_2
    L8_2 = L7_2.bind
    L10_2 = L6_2
    L8_2(L9_2, L10_2)
    L9_2 = L7_2
    L8_2 = L7_2.setup_view
    L10_2 = A0_2._activity_data
    L10_2 = L10_2.TypeParam
    L10_2 = L10_2[L1_2]
    L8_2(L9_2, L10_2)
    L8_2 = table
    L8_2 = L8_2.insert
    L9_2 = A0_2._btns
    L11_2 = L7_2
    L10_2 = L7_2.get_reward_btn_gameobject
    L10_2, L11_2, L12_2 = L10_2(L11_2)
    L8_2(L9_2, L10_2, L11_2, L12_2)
    L1_2 = L1_2 + 1
    L8_2 = table
    L8_2 = L8_2.insert
    L9_2 = A0_2._activity_quests
    L10_2 = L7_2
    L8_2(L9_2, L10_2)
    L9_2 = A0_2
    L8_2 = A0_2._try_update_reward_id_table
    L10_2 = A0_2._config_id_list
    L12_2 = L7_2
    L11_2 = L7_2.get_reward_items
    L11_2, L12_2 = L11_2(L12_2)
    L8_2(L9_2, L10_2, L11_2, L12_2)
  end
  L3_2 = A0_2
  L2_2 = A0_2.setup_navigation
  L4_2 = A0_2._btns
  L5_2 = NavigationType
  L5_2 = L5_2.Horizontal
  L2_2(L3_2, L4_2, L5_2)
end
L1_1._setup_quests = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.progress_panel
  L2_2 = L1_2
  L1_2 = L1_2.init
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.progress_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L1_2(L2_2)
end
L1_1._setup_progress_panel_view = L2_1
function L2_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._activity_data
  L1_2(L2_2, L3_2)
end
L1_1._setup_tab_panel = L2_1
function L2_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._activity_data
  L2_2 = L2_2.TagDesc
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.IntroDesc
  L1_2(L2_2, L3_2)
end
L1_1._on_desc_btn_clicked = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L2_2 = A0_2._state
  L3_2 = L1_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)
    L2_2 = ipairs
    L3_2 = A0_2._activity_quests
    L2_2, L3_2, L4_2 = L2_2(L3_2)
    for L5_2, L6_2 in L2_2, L3_2, L4_2 do
      L8_2 = L6_2
      L7_2 = L6_2.refresh
      L7_2(L8_2)
    end
    L3_2 = A0_2
    L2_2 = A0_2._try_update_navigation_target
    L2_2(L3_2)
  end
end
L1_1._on_quest_get_reward = 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.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "ActivityQuest"
  L4_2 = A0_2._activity_data
  L4_2 = L4_2.PanelID
  L1_2(L2_2, L3_2, L4_2)
end
L1_1._setup_reddot = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
  L3_2 = ipairs
  L4_2 = A2_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 = A0_2
    L8_2 = A0_2._add_element_if_not_exists
    L10_2 = A1_2
    L11_2 = L7_2
    L8_2(L9_2, L10_2, L11_2)
  end
end
L1_1._try_update_reward_id_table = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_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
    if L7_2 == A2_2 then
      return
    end
  end
  L3_2 = table
  L3_2 = L3_2.insert
  L4_2 = A1_2
  L5_2 = A2_2
  L3_2(L4_2, L5_2)
end
L1_1._add_element_if_not_exists = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = ipairs
  L2_2 = A0_2._activity_quests
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L6_2 = L5_2._status
    L7_2 = CS
    L7_2 = L7_2.LEOGBBOPKKO
    L7_2 = L7_2.JKFPIINHGPD
    if L6_2 == L7_2 then
      L7_2 = A0_2
      L6_2 = A0_2.set_navigation_target
      L8_2 = A0_2._btns
      L8_2 = L8_2[L4_2]
      L8_2 = L8_2.transform
      L8_2 = L8_2.gameObject
      L6_2(L7_2, L8_2)
      return
    end
  end
end
L1_1._try_update_navigation_target = L2_1
return L1_1
