local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "SpaceZooQuestRewardTabPanel"
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, A1_2, A2_2)
  A0_2._callback = nil
  A0_2._callback_handler = nil
end
L0_1.ctor = L2_1
function L2_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_root
  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, L3_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.save_navigation_target
    L2_3 = A0_2
    L3_3 = L2_3
    L2_3 = L2_3.get_first_selected_object
    L2_3, L3_3 = L2_3(L3_3)
    L0_3(L1_3, L2_3, L3_3)
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._on_btn_root
    L0_3(L1_3)
  end
  L1_2.onSelectTrigger = L2_2
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.invoke_callback
  L2_2 = A0_2._callback
  L3_2 = A0_2._callback_handler
  L4_2 = A0_2._index
  L5_2 = A0_2._quest_data
  L1_2(L2_2, L3_2, L4_2, L5_2)
end
L0_1._on_btn_root = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  A0_2._quest_row = A1_2
  L2_2 = A1_2.ID
  A0_2._index = L2_2
  L2_2 = G
  L2_2 = L2_2.Utils
  L2_2 = L2_2.create_lua_table_from_cs_array
  L3_2 = A1_2.QuestList
  L2_2 = L2_2(L3_2)
  A0_2._quest_ids = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._setup_quest_data
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_quest_state
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_text
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_mask
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._bind_reddot
  L2_2(L3_2)
end
L0_1.setup_view = L2_1
function L2_1(A0_2, A1_2, A2_2)
  A0_2._callback = A1_2
  A0_2._callback_handler = A2_2
end
L0_1.register_btn_root_callback = L2_1
function L2_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)
end
L0_1.set_selected = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = A0_2._quest_data
  return L1_2
end
L0_1.get_quest_data = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = A0_2._index
  return L1_2
end
L0_1.get_tab_id = 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 = {}
  A0_2._quest_data = L1_2
  L1_2 = 1
  L2_2 = A0_2._quest_ids
  L2_2 = #L2_2
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L5_2 = L1_1
    L6_2 = L5_2
    L5_2 = L5_2.TryGetQuestData
    L7_2 = A0_2._quest_ids
    L7_2 = L7_2[L4_2]
    L5_2 = L5_2(L6_2, L7_2)
    if L5_2 ~= nil then
      L6_2 = table
      L6_2 = L6_2.insert
      L7_2 = A0_2._quest_data
      L8_2 = L5_2
      L6_2(L7_2, L8_2)
    end
  end
end
L0_1._setup_quest_data = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  A0_2._finish_count = 0
  A0_2._has_rare_reward = false
  L1_2 = pairs
  L2_2 = A0_2._quest_data
  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
    if L6_2 ~= nil then
      L6_2 = L5_2.Status
      L7_2 = CS
      L7_2 = L7_2.LEOGBBOPKKO
      L7_2 = L7_2.CMOFEAFMGAK
      if L6_2 == L7_2 then
        L6_2 = A0_2._finish_count
        L6_2 = L6_2 + 1
        A0_2._finish_count = L6_2
      end
    end
    L6_2 = A0_2._has_rare_reward
    if not L6_2 then
      L6_2 = CS
      L6_2 = L6_2.RPG
      L6_2 = L6_2.GameCore
      L6_2 = L6_2.RewardExcelTable
      L6_2 = L6_2.GetData
      L7_2 = L5_2.DataRow
      L7_2 = L7_2.RewardID
      L6_2 = L6_2(L7_2)
      L7_2 = L6_2.IsSpecial
      A0_2._has_rare_reward = L7_2
    end
  end
end
L0_1._setup_quest_state = 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.node_lock
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.ActivityAetherDivideDataStatus
  L4_2 = L4_2.Locked
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.ActivityAetherDivideDataStatus
  L4_2 = L4_2.IsStart
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_complete
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.RPG
  L4_2 = L4_2.Client
  L4_2 = L4_2.ActivityAetherDivideDataStatus
  L4_2 = L4_2.Completed
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
end
L0_1._setup_node = L2_1
function L2_1(A0_2)
  local 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._quest_row
  L3_2 = L3_2.QuestTabName
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_current
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._finish_count
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_total
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._quest_data
  L3_2 = #L3_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_finish
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_Quest_Label_Finished"
  L1_2(L2_2, L3_2)
end
L0_1._setup_text = 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.node_finish
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._finish_count
  L4_2 = A0_2._quest_data
  L4_2 = #L4_2
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._finish_count
  L4_2 = A0_2._quest_data
  L4_2 = #L4_2
  L3_2 = L3_2 ~= L4_2
  L1_2(L2_2, L3_2)
end
L0_1._setup_mask = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "SpaceZooActivityReward"
  L4_2 = A0_2._index
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._bind_reddot = L2_1
return L0_1
