local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Common.RewardItemIconLite"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.RewardItemIconLiteBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "SilverWolfCommonQuestItemPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.GlobalVars
L1_1 = L1_1.s_ModuleManager
L1_1 = L1_1.QuestModule
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_item_view
  L2_2 = L1_2
  L1_2 = L1_2.GetShownItemByItemIndex
  L3_2 = 0
  L1_2 = L1_2(L2_2, L3_2)
  if L1_2 ~= nil then
    L2_2 = L1_2.UserObjectData
    L2_2 = L2_2._binder
    L2_2 = L2_2.button
    L2_2 = L2_2.gameObject
    return L2_2
  end
  L2_2 = nil
  return L2_2
end
L0_1.get_first_selected_object = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = {}
  L2_2 = "ActionGroup_RewardDetail"
  L3_2 = "ActionGroup_Return"
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  A0_2._action_list = L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_item_view
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_item_change
  L5_2 = nil
  L6_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_receive
  L4_2 = A0_2._on_receive_reward
  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_gamepad
  L4_2 = A0_2._on_reward_detail
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_in_control_enable
  L3_2 = false
  L1_2(L2_2, L3_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.setup_short_cut_hint_panel
    L2_3 = A0_2._action_list
    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)
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._setup_in_control_enable
    L2_3 = true
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_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._setup_in_control_enable
    L2_3 = false
    L0_3(L1_3, L2_3)
  end
  L1_2.onDeselectTrigger = L2_2
end
L0_1._on_load = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  if L2_2 ~= nil then
    L2_2 = A0_2._binder
    L2_2 = L2_2.mono_btn_receive
    L2_2.ActionEnabled = A1_2
    L2_2 = A0_2._binder
    L2_2 = L2_2.btn_gamepad
    L2_2.interactable = A1_2
    L3_2 = A0_2
    L2_2 = A0_2._try_setup_key_map_info_enable
    L4_2 = A1_2
    L2_2(L3_2, L4_2)
  end
end
L0_1._setup_in_control_enable = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.confirm_tip_key_map_info
  L3_2 = A1_2 or L3_2
  if A1_2 then
    L3_2 = A0_2._binder
    L3_2 = L3_2.btn_receive
    L3_2 = L3_2.interactable
  end
  L2_2.IsShowTip = L3_2
end
L0_1._try_setup_key_map_info_enable = L2_1
function L2_1(A0_2, A1_2)
  local L2_2
  L2_2 = NavigationType
  L2_2 = L2_2.Zone3
  if A1_2 == L2_2 then
    L2_2 = A0_2._first_btn_obj
    return L2_2
  end
end
L0_1._on_enter_zoom = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  A0_2._quest_id = A1_2
  L2_2 = L1_1
  L3_2 = L2_2
  L2_2 = L2_2.TryGetQuestData
  L4_2 = A0_2._quest_id
  L2_2 = L2_2(L3_2, L4_2)
  A0_2._quest_data = L2_2
  L2_2 = A0_2._quest_data
  if L2_2 == nil then
    L2_2 = G
    L2_2 = L2_2.SuperDebug
    L2_2 = L2_2.LogErrorFormat
    L3_2 = "unkown quest id:%d"
    L4_2 = A0_2._quest_id
    L2_2(L3_2, L4_2)
    return
  end
  L2_2 = A0_2._quest_data
  L2_2 = L2_2.Status
  L3_2 = CS
  L3_2 = L3_2.LEOGBBOPKKO
  L3_2 = L3_2.CMOFEAFMGAK
  L2_2 = L2_2 == L3_2 or L2_2
  A0_2._reward_got = L2_2
  L2_2 = A0_2._quest_data
  L2_2 = L2_2.Status
  L3_2 = CS
  L3_2 = L3_2.LEOGBBOPKKO
  L3_2 = L3_2.JKFPIINHGPD
  L2_2 = L2_2 == L3_2 or L2_2
  A0_2._quest_finish = L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_normal
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_receive
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A0_2._quest_finish
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_checked
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A0_2._reward_got
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_inprogress
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A0_2._reward_got
  L4_2 = A0_2._quest_finish
  L4_2 = not L4_2 and L4_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._quest_data
  L2_2 = L2_2.RewardID
  L3_2 = G
  L3_2 = L3_2.RewardUtils
  L3_2 = L3_2.CreateRewardItemTableSorted
  L4_2 = L2_2
  L3_2 = L3_2(L4_2)
  A0_2._reward_table = L3_2
  L3_2 = A0_2._binder
  L3_2 = L3_2.text_quest_desc
  L4_2 = L3_2
  L3_2 = L3_2.SafeSetTextID
  L5_2 = A0_2._quest_data
  L5_2 = L5_2.DataRow
  L5_2 = L5_2.QuestTitle
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.reward_item_view
  L4_2 = L3_2
  L3_2 = L3_2.SetListItemCount
  L5_2 = A0_2._reward_table
  L5_2 = #L5_2
  L6_2 = true
  L3_2(L4_2, L5_2, L6_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.reward_item_view
  L4_2 = L3_2
  L3_2 = L3_2.RefreshAllShownItem
  L3_2(L4_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_root
  L4_2 = L3_2
  L3_2 = L3_2.ClearAnimationState
  L3_2(L4_2)
  L3_2 = G
  L3_2 = L3_2.RedDotModule
  L3_2 = L3_2.Instance
  L4_2 = L3_2
  L3_2 = L3_2.bind_reddot
  L5_2 = "SilverWolfRewardBtn"
  L6_2 = A0_2._quest_id
  L7_2 = A0_2
  L8_2 = A0_2._binder
  L8_2 = L8_2.red_dot
  L3_2(L4_2, L5_2, L6_2, L7_2, L8_2)
end
L0_1.setup_view = L2_1
function L2_1(A0_2, A1_2)
  A0_2._action_list = A1_2
end
L0_1.set_action_list = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = A0_2._quest_finish
  if not L1_2 then
    L1_2 = false
  end
  return L1_2
end
L0_1.get_quest_finished = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 ~= nil then
    L5_2 = L4_2.is_destroyed
    if not L5_2 then
      goto lbl_21
    end
  end
  L6_2 = A0_2
  L5_2 = A0_2.create_panel
  L7_2 = G
  L7_2 = L7_2.RewardItemIconLite
  L8_2 = G
  L8_2 = L8_2.RewardItemIconLiteBinder
  L5_2 = L5_2(L6_2, L7_2, L8_2)
  L4_2 = L5_2
  L6_2 = L4_2
  L5_2 = L4_2.bind
  L7_2 = L3_2.transform
  L5_2(L6_2, L7_2)
  L3_2.UserObjectData = L4_2
  ::lbl_21::
  L5_2 = A0_2._reward_table
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2.ItemID
  L6_2(L7_2, L8_2)
  L7_2 = L4_2
  L6_2 = L4_2.set_count
  L8_2 = L5_2.Count
  L6_2(L7_2, L8_2)
  L7_2 = L4_2
  L6_2 = L4_2.set_attachment_getted
  L8_2 = A0_2._reward_got
  L6_2(L7_2, L8_2)
  if A2_2 == 0 then
    L7_2 = L4_2
    L6_2 = L4_2.get_btn_object
    L6_2 = L6_2(L7_2)
    A0_2._first_btn_obj = L6_2
  end
  return L3_2
end
L0_1._on_item_change = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  return L1_2
end
L0_1.get_btn_root = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L2_2 = L1_2
  L1_2 = L1_2.ClearAnimationState
  L1_2(L2_2)
end
L0_1.clear_anim_state = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2
  L3_2 = A0_2._binder
  L3_2 = L3_2.loop_list_view_item
  L4_2 = L3_2
  L3_2 = L3_2.PlayFadeIn
  L5_2 = A1_2
  L6_2 = A2_2
  L3_2(L4_2, L5_2, L6_2)
end
L0_1.play_fade_in = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = CS
  L1_2 = L1_2.System
  L1_2 = L1_2.Collections
  L1_2 = L1_2.Generic
  L1_2 = L1_2.List
  L2_2 = CS
  L2_2 = L2_2.System
  L2_2 = L2_2.UInt32
  L1_2 = L1_2(L2_2)
  L1_2 = L1_2()
  L3_2 = L1_2
  L2_2 = L1_2.Add
  L4_2 = A0_2._quest_id
  L2_2(L3_2, L4_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.GlobalVars
  L2_2 = L2_2.s_NetworkManager
  L3_2 = L2_2
  L2_2 = L2_2.JCCHEMBPEEE
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_receive_reward = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._config_ids
  if L1_2 == nil then
    L1_2 = G
    L1_2 = L1_2.RewardUtils
    L1_2 = L1_2.CreateConfigIDList
    L2_2 = A0_2._quest_data
    L2_2 = L2_2.RewardID
    L1_2 = L1_2(L2_2)
    A0_2._config_ids = L1_2
  end
  L1_2 = {}
  L2_2 = A0_2._config_ids
  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
L0_1._on_reward_detail = L2_1
return L0_1
