local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "SpaceZooRewardListItemPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2, A6_2)
  local L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2
  A0_2._quest_id = A1_2
  L7_2 = A0_2._binder
  L7_2 = L7_2.text_desc
  L8_2 = L7_2
  L7_2 = L7_2.SafeSetTextID
  L9_2 = A3_2
  L10_2 = A4_2.ParamInt1
  L11_2 = A4_2.ParamInt2
  L12_2 = A4_2.ParamInt3
  L13_2 = A4_2.Progress
  L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
  L7_2 = G
  L7_2 = L7_2.Utils
  L7_2 = L7_2.create_lua_table_from_cs_list
  L8_2 = CS
  L8_2 = L8_2.RPG
  L8_2 = L8_2.Client
  L8_2 = L8_2.ItemFactory
  L8_2 = L8_2.CreateDisplayItemDataFromReward
  L9_2 = A2_2
  L8_2, L9_2, L10_2, L11_2, L12_2, L13_2 = L8_2(L9_2)
  L7_2 = L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
  A0_2._reward_table = L7_2
  L7_2 = G
  L7_2 = L7_2.RewardUtils
  L7_2 = L7_2.sort_reward_item
  L8_2 = A0_2._reward_table
  L7_2(L8_2)
  L8_2 = A0_2
  L7_2 = A0_2._setup_rewards_loop_list_view
  L7_2(L8_2)
  L8_2 = A0_2
  L7_2 = A0_2._setup_rewards_claim_btn
  L9_2 = A5_2
  L10_2 = A6_2
  L7_2(L8_2, L9_2, L10_2)
  L7_2 = G
  L7_2 = L7_2.RewardUtils
  L7_2 = L7_2.CreateConfigIDList
  L8_2 = A2_2
  L7_2 = L7_2(L8_2)
  A0_2._config_id_list = L7_2
end
L0_1.setup_view = L1_1
function L1_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_get
  L4_2 = A0_2._on_btn_get
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_in_control_button_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, 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._setup_in_control_button_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._binder
    if L0_3 == nil then
      return
    end
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._setup_in_control_button_enable
    L2_3 = false
    L0_3(L1_3, L2_3)
  end
  L1_2.onDeselectTrigger = L2_2
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_reward
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._reward_table
  L1_2(L2_2, L3_2)
end
L0_1._setup_rewards_loop_list_view = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  if A2_2 then
    L3_2 = A0_2._binder
    L3_2 = L3_2.btn_get
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = false
    L3_2(L4_2, L5_2)
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_got
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = true
    L3_2(L4_2, L5_2)
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_progress
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = false
    L3_2(L4_2, L5_2)
  elseif A1_2 and not A2_2 then
    L3_2 = A0_2._binder
    L3_2 = L3_2.btn_get
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = true
    L3_2(L4_2, L5_2)
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_got
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = false
    L3_2(L4_2, L5_2)
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_progress
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = false
    L3_2(L4_2, L5_2)
  else
    L3_2 = A0_2._binder
    L3_2 = L3_2.btn_get
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = false
    L3_2(L4_2, L5_2)
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_got
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = false
    L3_2(L4_2, L5_2)
    L3_2 = A0_2._binder
    L3_2 = L3_2.node_progress
    L4_2 = L3_2
    L3_2 = L3_2.SafeSetActive
    L5_2 = true
    L3_2(L4_2, L5_2)
  end
end
L0_1._setup_rewards_claim_btn = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.GlobalVars
  L1_2 = L1_2.s_NetworkManager
  L2_2 = L1_2
  L1_2 = L1_2.JCCHEMBPEEE
  L3_2 = A0_2._quest_id
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_get = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L1_2 = L1_2.gameObject
  return L1_2
end
L0_1.get_first_selected_object = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  if A1_2 == "Menu_UnchangeLeftStickButton" then
    L3_2 = A0_2
    L2_2 = A0_2._on_left_stick_button_click
    L2_2(L3_2)
  end
end
L0_1._on_in_control_action_click = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.is_active_in_hierarchy
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L1_2 = A0_2._config_id_list
  L1_2 = #L1_2
  if 0 < L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.btn_root
    L1_2 = L1_2.IsSelectedByController
    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
L0_1._on_left_stick_button_click = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_btn_get
  L2_2.ActionEnabled = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_tip_get
  L2_2.IsShowTip = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_btn_detail
  L2_2.ActionEnabled = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_key_map_zoom
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1._setup_in_control_button_enable = L1_1
return L0_1
