local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Battle.BattleUIUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattleAetherDivideAvatarDetailTabItem"
L2_1 = G
L2_1 = L2_1.TabItem
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "UIText_BattleAvatarDialogDetails_Info"
function L2_1(A0_2)
  local L1_2
end
L0_1.ctor = 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 = false
    return L2_2
  end
end
L0_1._is_can_to_zoom = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2
  A0_2._ability = A1_2
  A0_2._avatar_data_cmpt = A2_2
  L3_2 = A2_2.AvatarRowData
  A0_2._avatar_data = L3_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.UINumberUtils
  L3_2 = L3_2.GetPropertyNumberUIData
  L4_2 = A1_2
  L3_2 = L3_2(L4_2)
  A0_2._status_data = L3_2
  L4_2 = A0_2
  L3_2 = A0_2._refresh
  L3_2(L4_2)
end
L0_1.setup_view = 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.node_left_round
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_left_normal
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_left_border = 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.buff_container
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.status_list
  L3_2 = L2_2
  L2_2 = L2_2.safe_set_active
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.unavailable_tips
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
end
L0_1.show_detail_info = 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.node_right_round
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_right_normal
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_right_border = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = L1_1
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_energy_bar
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._on_added = L2_1
function L2_1(A0_2)
  local L1_2
  A0_2._ability = nil
  A0_2._avatar_data = nil
end
L0_1._on_dispose = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_avatar_info_panel
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_buff_list
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll
  L2_2 = L1_2
  L1_2 = L1_2.SetVerticalScrollPercent
  L3_2 = 1
  L1_2(L2_2, L3_2)
end
L0_1._refresh = 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 = G
  L1_2 = L1_2.BattleUIUtils
  L1_2 = L1_2.get_sorted_buff_list
  L2_2 = A0_2._ability
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.status_list
  L5_2 = L4_2
  L4_2 = L4_2.setup_view
  L6_2 = L1_2
  L7_2 = L2_2
  L8_2 = L3_2
  L4_2(L5_2, L6_2, L7_2, L8_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.txt_buff_num
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetText
  L6_2 = #L1_2
  L4_2(L5_2, L6_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.txt_debuff_num
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetText
  L6_2 = #L2_2
  L4_2(L5_2, L6_2)
end
L0_1._setup_buff_list = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = {}
  L2_2 = A0_2._ability
  L1_2.ability = L2_2
  L2_2 = A0_2._avatar_data
  L1_2.avatarData = L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.avatar_info_panel
  L3_2 = L2_2
  L2_2 = L2_2.setup_view
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L0_1._setup_avatar_info_panel = L2_1
return L0_1
