local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.WinAndLosePage.BattleResultLosePageBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.BattleUIUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattleCollegeLoseResultPage"
L2_1 = G
L2_1 = L2_1.UIController
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.BattleCollegeModule
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Page
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.BattleResultLosePageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._is_resp_esc = false
  A0_2._animation_fade_out = "BattleResultLosePageFadeOut"
end
L0_1.ctor = 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_challenge_panel
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_hint_click
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_exit_challenge
  L4_2 = A0_2._on_btn_exit_challenge
  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_restart_challenge
  L4_2 = A0_2._on_btn_restart_challenge
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_btn_exit
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_ActivityRogueEndless_Score_End"
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_btn_restart
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_ActivityRogueEndless_Score_Restart"
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_weakness
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_recommend_level
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_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.BattleToMazeTransitFadeInEnd
  L4_2 = L0_1._on_transit_fade_in_end
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2._show_screen_shot_bg
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_tip
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_restart
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2
  A0_2._animation_fade_out = nil
  A0_2._battle_game_phase = nil
end
L0_1._on_dispose = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.BattleUIUtils
  L1_2 = L1_2.set_screen_shot_bg
  L2_2 = A0_2._binder
  L2_2 = L2_2.img_raw
  L3_2 = {}
  L3_2.OuterState = 1
  L1_2(L2_2, L3_2)
end
L0_1._show_screen_shot_bg = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_transit_fade_in_end = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  L3_2 = A0_2
  L2_2 = A0_2._fade_out_exit
  L2_2(L3_2)
end
L0_1._on_exit = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._fade_out_exit
  L1_2(L2_2)
end
L0_1._on_btn_exit_challenge = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = L1_1.CurrentBattleCollegeID
  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.EDDBKIBLEAK
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_btn_restart_challenge = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._is_exiting
  if L1_2 then
    return
  end
  A0_2._is_exiting = true
  L1_2 = A0_2._binder
  L1_2 = L1_2.animation_event
  L2_2 = L1_2
  L1_2 = L1_2.AddAnimationEvent
  L3_2 = A0_2._animation_fade_out
  function L4_2()
    local L0_3, L1_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.exit
    L0_3(L1_3)
    L0_3 = G
    L0_3 = L0_3.NotifyManager
    L0_3 = L0_3.notify
    L1_3 = G
    L1_3 = L1_3.CS
    L1_3 = L1_3.NotifyType
    L1_3 = L1_3.BattleToMazeTransit
    L0_3(L1_3)
  end
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.page_animation
  L2_2 = L1_2
  L1_2 = L1_2.Play
  L3_2 = A0_2._animation_fade_out
  L1_2(L2_2, L3_2)
end
L0_1._fade_out_exit = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.BattleTipUtils
  L1_2 = L1_2.GetOneFailureTip
  L1_2 = L1_2()
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_tip
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  if L1_2 ~= nil then
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_tip
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetActive
    L4_2 = true
    L2_2(L3_2, L4_2)
    L2_2 = A0_2._binder
    L2_2 = L2_2.txt_tip
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetTextID
    L4_2 = L1_2.TipContent
    L2_2(L3_2, L4_2)
  end
end
L0_1._setup_tip = L2_1
return L0_1
