local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.TreasureChallenge.TreasureChallengeExitDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AetherDivideMazeExitDialog"
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.AetherDivideModule
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_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.TreasureChallengeExitDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
  A0_2._block_input = true
  L1_2 = {}
  A0_2._special_zoom_btn_list = L1_2
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.confirm_btn
  L4_2 = A0_2._on_confirm_btn_click
  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.cancel_btn
  L4_2 = A0_2._on_cancel_btn_click
  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.bg_exit_btn
  L4_2 = A0_2._on_bg_exit_btn_click
  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.close_btn
  L4_2 = A0_2._on_close_btn_click
  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_setting
  L4_2 = A0_2._on_btn_setting_click
  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_feed_back
  L4_2 = A0_2._on_btn_feed_back_click
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = table
  L1_2 = L1_2.insert
  L2_2 = A0_2._special_zoom_btn_list
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_setting
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.setup_navigation
  L3_2 = A0_2._special_zoom_btn_list
  L4_2 = NavigationType
  L4_2 = L4_2.Vertical
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_btn_feed_back
  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.challenge_targets
  L2_2 = L1_2
  L1_2 = L1_2.register_panel_setup_callback
  L3_2 = A0_2._on_setup_target_panel
  L4_2 = A0_2
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2
  A0_2._side_btn_list = nil
end
L0_1._on_dispose = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  L4_2 = A1_2
  L3_2 = A1_2.setup_view_by_quest
  L5_2 = A0_2._target_list
  L5_2 = L5_2[A2_2]
  L3_2(L4_2, L5_2)
end
L0_1._on_setup_target_panel = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = CS
  L2_2 = L2_2.InControl
  L2_2 = L2_2.InputControlType
  L2_2 = L2_2.LeftStickButton
  L2_2 = #L2_2
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.is_can_to_special_zoom
    L2_2 = L2_2(L3_2)
    if L2_2 then
      L2_2 = A0_2._special_zoom_btn_list
      L2_2 = L2_2[1]
      L2_2 = L2_2.gameObject
      L4_2 = A0_2
      L3_2 = A0_2.set_special_zoom_navigation_target
      L5_2 = L2_2
      L3_2(L4_2, L5_2)
    else
      L3_2 = A0_2
      L2_2 = A0_2._on_btn_setting_click
      L2_2(L3_2)
    end
  end
end
L0_1._on_in_control_click = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.is_active
  L1_2 = L1_2(L2_2)
  if L1_2 then
    L1_2 = A0_2._special_zoom_btn_list
    L1_2 = #L1_2
    L1_2 = 1 < L1_2
  end
  return L1_2
end
L0_1._is_can_to_special_zoom = 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_key_map_zoom
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = G
  L4_2 = L4_2.Utils
  L4_2 = L4_2.is_gamepad_input
  L4_2 = L4_2()
  L2_2(L3_2, L4_2)
end
L0_1._on_in_control_input_switch = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_zoom
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_gamepad_input
  L3_2 = L3_2()
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_text
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_mission_list
  L1_2(L2_2)
end
L0_1._setup_view = 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 = "UIText_AetherDivide_Gym_IfLeaveGem"
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_content
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_AetherDivide_Gym_SaveProgress"
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_confirm_btn
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_Common_Confirm"
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_cancel_btn
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_Common_Cancel"
  L1_2(L2_2, L3_2)
end
L0_1._refresh_text = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = L1_1.GymData
  L1_2 = L1_2.CurGymDataItem
  L2_2 = G
  L2_2 = L2_2.Utils
  L2_2 = L2_2.create_lua_table_from_cs_array
  L3_2 = L1_2.GymInfoRow
  L3_2 = L3_2.ChallengeQuestList
  L2_2 = L2_2(L3_2)
  A0_2._target_list = L2_2
  if L1_2 ~= nil then
    L2_2 = A0_2._binder
    L2_2 = L2_2.challenge_targets
    L3_2 = L2_2
    L2_2 = L2_2.setup_view
    L4_2 = A0_2._target_list
    L2_2(L3_2, L4_2)
  end
end
L0_1._refresh_mission_list = L2_1
function L2_1(A0_2)
  local L1_2, L2_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.KFDMMGIDICI
  L1_2(L2_2)
end
L0_1._on_confirm_btn_click = 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_cancel_btn_click = 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_bg_exit_btn_click = 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_close_btn_click = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.GotoManager
  L1_2 = L1_2.GotoByType
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.GameCore
  L2_2 = L2_2.GotoType
  L2_2 = L2_2.Setting
  L2_2 = #L2_2
  L1_2(L2_2)
end
L0_1._on_btn_setting_click = L2_1
function L2_1(A0_2)
  local L1_2
end
L0_1._on_btn_feed_back_click = L2_1
return L0_1
