local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1, L13_1, L14_1, L15_1, L16_1, L17_1, L18_1, L19_1, L20_1, L21_1, L22_1, L23_1, L24_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "UI3DEidolonPanel"
L2_1 = G
L2_1 = L2_1.BaseUI3DPanel
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "UI/UI3D/Rank/_dependencies/Prefabs/AvatarRankGlasses.prefab"
L2_1 = "Effects/Eff_Prefab/Eff_UI/Eff_RankGlasses_Loop.prefab"
L3_1 = CS
L3_1 = L3_1.UnityEngine
L3_1 = L3_1.Vector3
L4_1 = 1.55
L5_1 = 0
L6_1 = -26.7
L3_1 = L3_1(L4_1, L5_1, L6_1)
L4_1 = "GlassGather"
L5_1 = "UnlockSelect"
L6_1 = "AvatarRankGlasses_loop"
L7_1 = "SwitchAvatar"
L8_1 = "Normal"
L9_1 = "Select"
L10_1 = "HoverState_Highlight_in"
L11_1 = "Look"
L12_1 = "Follow"
L13_1 = "6_9_PC"
L14_1 = "16_9_Mobile"
L15_1 = "4_3_PC"
L16_1 = "4_3_Mobile"
L17_1 = {}
L18_1 = CS
L18_1 = L18_1.UnityEngine
L18_1 = L18_1.Vector3
L19_1 = 1
L20_1 = 1
L21_1 = 1
L18_1 = L18_1(L19_1, L20_1, L21_1)
L17_1[L13_1] = L18_1
L18_1 = CS
L18_1 = L18_1.UnityEngine
L18_1 = L18_1.Vector3
L19_1 = 1
L20_1 = 1
L21_1 = 1
L18_1 = L18_1(L19_1, L20_1, L21_1)
L17_1[L14_1] = L18_1
L18_1 = CS
L18_1 = L18_1.UnityEngine
L18_1 = L18_1.Vector3
L19_1 = 0.82
L20_1 = 0.82
L21_1 = 1
L18_1 = L18_1(L19_1, L20_1, L21_1)
L17_1[L15_1] = L18_1
L18_1 = CS
L18_1 = L18_1.UnityEngine
L18_1 = L18_1.Vector3
L19_1 = 0.82
L20_1 = 0.82
L21_1 = 1
L18_1 = L18_1(L19_1, L20_1, L21_1)
L17_1[L16_1] = L18_1
L18_1 = {}
L19_1 = {}
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -13
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L11_1] = L20_1
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -9.5
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L12_1] = L20_1
L18_1[L13_1] = L19_1
L19_1 = {}
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -13
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L11_1] = L20_1
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -9.5
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L12_1] = L20_1
L18_1[L14_1] = L19_1
L19_1 = {}
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -13
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L11_1] = L20_1
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -9.5
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L12_1] = L20_1
L18_1[L15_1] = L19_1
L19_1 = {}
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -13
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L11_1] = L20_1
L20_1 = CS
L20_1 = L20_1.UnityEngine
L20_1 = L20_1.Vector3
L21_1 = 0
L22_1 = 0.9
L23_1 = -9.5
L20_1 = L20_1(L21_1, L22_1, L23_1)
L19_1[L12_1] = L20_1
L18_1[L16_1] = L19_1
L19_1 = {}
L20_1 = {}
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1.3
L23_1 = 0.39
L24_1 = -11.68
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L11_1] = L21_1
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1
L23_1 = 0.26
L24_1 = -7.04
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L12_1] = L21_1
L19_1[L13_1] = L20_1
L20_1 = {}
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1.3
L23_1 = 0.39
L24_1 = -11.68
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L11_1] = L21_1
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1
L23_1 = 0.26
L24_1 = -7.04
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L12_1] = L21_1
L19_1[L14_1] = L20_1
L20_1 = {}
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1.3
L23_1 = 0.39
L24_1 = -11.68
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L11_1] = L21_1
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1.3
L23_1 = 0.26
L24_1 = -7.04
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L12_1] = L21_1
L19_1[L15_1] = L20_1
L20_1 = {}
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1.3
L23_1 = 0.39
L24_1 = -11.68
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L11_1] = L21_1
L21_1 = CS
L21_1 = L21_1.UnityEngine
L21_1 = L21_1.Vector3
L22_1 = -1.3
L23_1 = 0.26
L24_1 = -7.04
L21_1 = L21_1(L22_1, L23_1, L24_1)
L20_1[L12_1] = L21_1
L19_1[L16_1] = L20_1
L20_1 = {}
L20_1.Normal = 1
L20_1.Hover = 2
L20_1.Select = 3
function L21_1(A0_2, A1_2)
  local L2_2
  A0_2._owner = A1_2
  L2_2 = {}
  A0_2._on_load_call_back_list = L2_2
  A0_2.is_in_avatar_main_page = true
end
L0_1.ctor = L21_1
function L21_1(A0_2)
  local L1_2
end
L0_1._on_load = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_mobile_platform
  L3_2 = L3_2()
  L4_2 = G
  L4_2 = L4_2.Utils
  L4_2 = L4_2.is_4_3_aspect
  L4_2 = L4_2()
  if A2_2 then
    L5_2 = L11_1
    if L5_2 then
      goto lbl_15
    end
  end
  L5_2 = L12_1
  ::lbl_15::
  if A1_2 then
    if not L3_2 and L4_2 then
      L6_2 = L15_1
      L6_2 = L19_1[L6_2]
      L6_2 = L6_2[L5_2]
      return L6_2
    elseif L3_2 and not L4_2 then
      L6_2 = L14_1
      L6_2 = L19_1[L6_2]
      L6_2 = L6_2[L5_2]
      return L6_2
    elseif L3_2 and L4_2 then
      L6_2 = L16_1
      L6_2 = L19_1[L6_2]
      L6_2 = L6_2[L5_2]
      return L6_2
    else
      L6_2 = L13_1
      L6_2 = L19_1[L6_2]
      L6_2 = L6_2[L5_2]
      return L6_2
    end
  elseif not L3_2 and L4_2 then
    L6_2 = L15_1
    L6_2 = L18_1[L6_2]
    L6_2 = L6_2[L5_2]
    return L6_2
  elseif L3_2 and not L4_2 then
    L6_2 = L14_1
    L6_2 = L18_1[L6_2]
    L6_2 = L6_2[L5_2]
    return L6_2
  elseif L3_2 and L4_2 then
    L6_2 = L16_1
    L6_2 = L18_1[L6_2]
    L6_2 = L6_2[L5_2]
    return L6_2
  else
    L6_2 = L13_1
    L6_2 = L18_1[L6_2]
    L6_2 = L6_2[L5_2]
    return L6_2
  end
end
L0_1.get_camera_param = L21_1
function L21_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._root_anim
  if L2_2 == nil then
    L2_2 = table
    L2_2 = L2_2.insert
    L3_2 = A0_2._on_load_call_back_list
    function L4_2()
      local L0_3, L1_3, L2_3
      L0_3 = A0_2._root_anim
      L1_3 = L0_3
      L0_3 = L0_3.Play
      L2_3 = A1_2
      L0_3(L1_3, L2_3)
    end
    L2_2(L3_2, L4_2)
  else
    L2_2 = A0_2._root_anim
    L3_2 = L2_2
    L2_2 = L2_2.Play
    L4_2 = A1_2
    L2_2(L3_2, L4_2)
  end
end
L0_1.play_root_anim = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  L3_2 = A0_2._lock_state_anims
  if L3_2 == nil then
    L3_2 = table
    L3_2 = L3_2.insert
    L4_2 = A0_2._on_load_call_back_list
    function L5_2()
      local L0_3, L1_3, L2_3
      L0_3 = A0_2._lock_state_anims
      L1_3 = A1_2
      L0_3 = L0_3[L1_3]
      L1_3 = L0_3
      L0_3 = L0_3.Play
      L2_3 = A2_2
      L0_3(L1_3, L2_3)
    end
    L3_2(L4_2, L5_2)
  else
    L3_2 = A0_2._lock_state_anims
    L3_2 = L3_2[A1_2]
    L4_2 = L3_2
    L3_2 = L3_2.Play
    L5_2 = A2_2
    L3_2(L4_2, L5_2)
  end
end
L0_1.play_lock_anim = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2
  L3_2 = A0_2._btn_state_anims
  if L3_2 == nil then
    L3_2 = table
    L3_2 = L3_2.insert
    L4_2 = A0_2._on_load_call_back_list
    function L5_2()
      local L0_3, L1_3, L2_3, L3_3, L4_3
      L0_3 = A0_2
      L1_3 = L0_3
      L0_3 = L0_3._set_btn_state
      L2_3 = A1_2
      L3_3 = L20_1.Select
      L4_3 = A2_2
      L0_3(L1_3, L2_3, L3_3, L4_3)
    end
    L3_2(L4_2, L5_2)
  else
    L4_2 = A0_2
    L3_2 = A0_2._set_btn_state
    L5_2 = A1_2
    L6_2 = L20_1.Select
    L7_2 = A2_2
    L3_2(L4_2, L5_2, L6_2, L7_2)
  end
end
L0_1.play_select_anim = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2
  if A2_2 then
    A0_2._cur_2d_hover_rank = A1_2
  else
    L3_2 = A0_2._cur_2d_hover_rank
    if L3_2 == A1_2 then
      A0_2._cur_2d_hover_rank = nil
    end
  end
  L4_2 = A0_2
  L3_2 = A0_2._play_hover_anim
  L5_2 = A1_2
  L6_2 = A2_2
  L3_2(L4_2, L5_2, L6_2)
end
L0_1.play_hover_anim = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2
  L3_2 = A0_2._lock_state_anims
  if L3_2 == nil then
    L3_2 = table
    L3_2 = L3_2.insert
    L4_2 = A0_2._on_load_call_back_list
    function L5_2()
      local L0_3, L1_3, L2_3, L3_3
      L0_3 = A0_2
      L1_3 = L0_3
      L0_3 = L0_3._register_unlock_anim_callback
      L2_3 = A1_2
      L3_3 = A2_2
      L0_3(L1_3, L2_3, L3_3)
    end
    L3_2(L4_2, L5_2)
  else
    L4_2 = A0_2
    L3_2 = A0_2._register_unlock_anim_callback
    L5_2 = A1_2
    L6_2 = A2_2
    L3_2(L4_2, L5_2, L6_2)
  end
end
L0_1.register_unlock_anim_callback = L21_1
function L21_1(A0_2)
  local L1_2
  L1_2 = A0_2._eidolon
  L1_2 = L1_2 ~= nil
  return L1_2
end
L0_1.is_eidolon_loaded = L21_1
function L21_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._eidolon
  if L1_2 == nil then
    A0_2._eidolon = 1
    L2_2 = A0_2
    L1_2 = A0_2.sync_load_prefab
    L3_2 = L1_1
    L4_2 = A0_2._root
    L1_2 = L1_2(L2_2, L3_2, L4_2)
    A0_2._eidolon = L1_2
    L2_2 = A0_2
    L1_2 = A0_2._on_load_eidolon
    L1_2(L2_2)
  end
end
L0_1.sync_load_eidolon = L21_1
function L21_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2._eidolon
  if L2_2 == nil then
    A0_2._eidolon = 1
    L3_2 = A0_2
    L2_2 = A0_2.sync_load_prefab
    L4_2 = L2_1
    L5_2 = A0_2._root
    L2_2 = L2_2(L3_2, L4_2, L5_2)
    L2_2 = L2_2.transform
    A0_2._bg_transform = L2_2
    L2_2 = A0_2._bg_transform
    L3_2 = L3_1
    L2_2.localPosition = L3_2
    L2_2 = CS
    L2_2 = L2_2.RPG
    L2_2 = L2_2.Client
    L2_2 = L2_2.CoroutineUtils
    L2_2 = L2_2.InvokeNextFrame
    function L3_2()
      local L0_3, L1_3, L2_3, L3_3, L4_3
      L0_3 = A0_2._eidolon
      if L0_3 == nil then
        return
      end
      L0_3 = A0_2
      L1_3 = L0_3
      L0_3 = L0_3.async_load_prefab
      L2_3 = L1_1
      function L3_3(A0_4, A1_4)
        local L2_4, L3_4, L4_4
        A0_2._eidolon = A1_4
        L2_4 = A0_2._eidolon
        L2_4 = L2_4.transform
        L3_4 = L2_4
        L2_4 = L2_4.SetParent
        L4_4 = A0_2._root
        L2_4(L3_4, L4_4)
        L2_4 = A0_2
        L3_4 = L2_4
        L2_4 = L2_4._on_load_eidolon
        L2_4(L3_4)
        L2_4 = G
        L2_4 = L2_4.Utils
        L2_4 = L2_4.invoke_callback
        L3_4 = A1_2
        L2_4(L3_4)
      end
      L4_3 = A0_2
      L0_3(L1_3, L2_3, L3_3, L4_3)
    end
    L2_2(L3_2)
    return
  end
  L2_2 = G
  L2_2 = L2_2.Utils
  L2_2 = L2_2.invoke_callback
  L3_2 = A1_2
  L2_2(L3_2)
end
L0_1.async_load_eidolon = L21_1
function L21_1(A0_2, A1_2)
  local L2_2, L3_2
  A0_2._cur_avatar_data = A1_2
  L3_2 = A0_2
  L2_2 = A0_2._setup_eidolon
  L2_2(L3_2)
end
L0_1.show_eidolon = L21_1
function L21_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.RPGQualitySettings
  L1_2 = L1_2.EnableLocalLightShadowCache
  L2_2 = false
  L1_2(L2_2)
  L1_2 = {}
  A0_2._btn_state_anims = L1_2
  L1_2 = {}
  A0_2._lock_state_anims = L1_2
  L1_2 = 1
  L2_2 = 6
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L5_2 = A0_2._btn_state_anims
    L7_2 = A0_2
    L6_2 = A0_2._safe_get_cmpt
    L8_2 = CS
    L8_2 = L8_2.UnityEngine
    L8_2 = L8_2.Animation
    L9_2 = "AvatarRankGlasses(Clone)/Rank"
    L10_2 = L4_2
    L9_2 = L9_2 .. L10_2
    L6_2 = L6_2(L7_2, L8_2, L9_2)
    L5_2[L4_2] = L6_2
    L5_2 = A0_2._lock_state_anims
    L7_2 = A0_2
    L6_2 = A0_2._safe_get_cmpt
    L8_2 = CS
    L8_2 = L8_2.UnityEngine
    L8_2 = L8_2.Animation
    L9_2 = "AvatarRankGlasses(Clone)/Rank"
    L10_2 = L4_2
    L11_2 = "/Rank"
    L9_2 = L9_2 .. L10_2 .. L11_2
    L6_2 = L6_2(L7_2, L8_2, L9_2)
    L5_2[L4_2] = L6_2
  end
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AvatarRankControl
  L4_2 = "AvatarRankGlasses(Clone)"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._avatar_rank_control = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.Animation
  L4_2 = "AvatarRankGlasses(Clone)"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._root_anim = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.Transform
  L4_2 = "AvatarRankGlasses(Clone)"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._eidolon_root = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.RPGAnimationEvent
  L4_2 = "AvatarRankGlasses(Clone)"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._anim_event_root = L1_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.is_mobile_platform
  L1_2 = L1_2()
  if not L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2._safe_get_cmpt
    L3_2 = CS
    L3_2 = L3_2.RPG
    L3_2 = L3_2.Client
    L3_2 = L3_2.MonoPerformanceUITransfer
    L4_2 = "AvatarRankGlasses(Clone)"
    L1_2 = L1_2(L2_2, L3_2, L4_2)
    A0_2._mono_tick = L1_2
    L1_2 = A0_2._mono_tick
    L2_2 = L1_2
    L1_2 = L1_2.SetTickCallback
    L3_2 = A0_2._on_mono_tick
    L4_2 = A0_2
    L1_2(L2_2, L3_2, L4_2)
  end
  L1_2 = {}
  A0_2._cur_state = L1_2
  L1_2 = 1
  L2_2 = 6
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L5_2 = A0_2._cur_state
    L6_2 = L20_1.Normal
    L5_2[L4_2] = L6_2
    L5_2 = A0_2._btn_state_anims
    L5_2 = L5_2[L4_2]
    L6_2 = L5_2
    L5_2 = L5_2.Play
    L7_2 = L8_1
    L5_2(L6_2, L7_2)
  end
  L1_2 = A0_2._on_load_call_back_list
  if L1_2 then
    L1_2 = ipairs
    L2_2 = A0_2._on_load_call_back_list
    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
      L6_2()
    end
  end
  L1_2 = A0_2._anim_event_root
  L2_2 = L1_2
  L1_2 = L1_2.AddAnimationEvent
  L3_2 = L4_1
  function L4_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2._root_anim
    L1_3 = L0_3
    L0_3 = L0_3.Play
    L2_3 = L6_1
    L0_3(L1_3, L2_3)
  end
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._anim_event_root
  L2_2 = L1_2
  L1_2 = L1_2.AddAnimationEvent
  L3_2 = L7_1
  function L4_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2._root_anim
    L1_3 = L0_3
    L0_3 = L0_3.Play
    L2_3 = L6_1
    L0_3(L1_3, L2_3)
  end
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load_eidolon = L21_1
function L21_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._eidolon
  if L2_2 ~= nil then
    L2_2 = A0_2._eidolon
    if L2_2 ~= 1 then
      goto lbl_8
    end
  end
  do return end
  ::lbl_8::
  A0_2._active = A1_2
  L2_2 = A0_2._eidolon
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActiveByScale
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._bg_transform
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActiveByScale
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  if A1_2 then
    L3_2 = A0_2
    L2_2 = A0_2._setup_scale_adapted
    L2_2(L3_2)
  else
    L2_2 = A0_2._root_anim
    L3_2 = L2_2
    L2_2 = L2_2.Stop
    L2_2(L3_2)
  end
end
L0_1.set_active_by_scale = L21_1
function L21_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._root_anim
  L2_2 = L1_2
  L1_2 = L1_2.Play
  L3_2 = L4_1
  L1_2(L2_2, L3_2)
end
L0_1._play_fade_in_aim = L21_1
function L21_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._eidolon
  if L1_2 ~= nil then
    L1_2 = A0_2._eidolon
    if L1_2 ~= 1 then
      goto lbl_8
    end
  end
  do return end
  ::lbl_8::
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.RPGQualitySettings
  L1_2 = L1_2.SetCascade4Split
  L2_2 = 0.97
  L3_2 = 0.98
  L4_2 = 0.99
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2.set_active_by_scale
  L3_2 = true
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._play_fade_in_aim
  L1_2(L2_2)
  L1_2 = A0_2._root_anim
  L2_2 = L1_2
  L1_2 = L1_2.Sample
  L1_2(L2_2)
  L1_2 = A0_2._cur_avatar_data
  if L1_2 then
    L1_2 = A0_2._avatar_rank_control
    L2_2 = L1_2
    L1_2 = L1_2.SetRankTextures
    L3_2 = A0_2._cur_avatar_data
    L3_2 = L3_2.RealID
    L1_2(L2_2, L3_2)
  end
  L1_2 = A0_2._eidolon_need_to_hide
  if L1_2 then
    A0_2._eidolon_need_to_hide = false
    L2_2 = A0_2
    L1_2 = A0_2.set_active_by_scale
    L3_2 = false
    L1_2(L2_2, L3_2)
  end
end
L0_1._setup_eidolon = L21_1
function L21_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.is_gamepad_input
  L1_2 = L1_2()
  if L1_2 then
    return
  end
  L1_2 = A0_2._active
  if not L1_2 then
    return
  end
  L1_2 = A0_2._eidolon
  if L1_2 ~= nil then
    L1_2 = A0_2._eidolon
    if L1_2 ~= 1 then
      goto lbl_19
    end
  end
  do return end
  ::lbl_19::
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.UIUtils
  L1_2 = L1_2.IsMouseOverUI
  L1_2 = L1_2()
  L2_2 = nil
  if not L1_2 then
    L3_2 = CS
    L3_2 = L3_2.RPG
    L3_2 = L3_2.Client
    L3_2 = L3_2.UIUtils
    L3_2 = L3_2.RaycastByMouseOrTouch
    L4_2 = "UI3D"
    L3_2 = L3_2(L4_2)
    L2_2 = L3_2
  end
  L3_2 = ipairs
  L4_2 = A0_2._lock_state_anims
  L3_2, L4_2, L5_2 = L3_2(L4_2)
  for L6_2, L7_2 in L3_2, L4_2, L5_2 do
    L9_2 = A0_2
    L8_2 = A0_2._play_hover_3d_anim
    L10_2 = L6_2
    L11_2 = L7_2.transform
    L11_2 = L11_2 == L2_2
    L8_2(L9_2, L10_2, L11_2)
  end
end
L0_1._on_mono_tick = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2
  L3_2 = A0_2._btn_state_anims
  if L3_2 == nil then
    L3_2 = table
    L3_2 = L3_2.insert
    L4_2 = A0_2._on_load_call_back_list
    function L5_2()
      local L0_3, L1_3, L2_3, L3_3, L4_3
      L0_3 = A0_2
      L1_3 = L0_3
      L0_3 = L0_3._set_btn_state
      L2_3 = A1_2
      L3_3 = L20_1.Hover
      L4_3 = A2_2
      L0_3(L1_3, L2_3, L3_3, L4_3)
    end
    L3_2(L4_2, L5_2)
  else
    L4_2 = A0_2
    L3_2 = A0_2._set_btn_state
    L5_2 = A1_2
    L6_2 = L20_1.Hover
    L7_2 = A2_2
    L3_2(L4_2, L5_2, L6_2, L7_2)
  end
end
L0_1._play_hover_anim = L21_1
function L21_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2, L6_2
  if not A3_2 then
    L4_2 = A0_2._cur_state
    L4_2 = L4_2[A1_2]
    if L4_2 == A2_2 then
      L4_2 = A0_2._cur_state
      L5_2 = L20_1.Normal
      L4_2[A1_2] = L5_2
      L4_2 = A0_2._btn_state_anims
      L4_2 = L4_2[A1_2]
      L5_2 = L4_2
      L4_2 = L4_2.Play
      L6_2 = L8_1
      L4_2(L5_2, L6_2)
    end
    return
  end
  L4_2 = A0_2._cur_state
  L4_2 = L4_2[A1_2]
  if A2_2 <= L4_2 then
    return
  end
  L4_2 = A0_2._cur_state
  L4_2[A1_2] = A2_2
  L4_2 = L20_1.Select
  if A2_2 == L4_2 then
    L4_2 = A0_2._btn_state_anims
    L4_2 = L4_2[A1_2]
    L5_2 = L4_2
    L4_2 = L4_2.Play
    L6_2 = L9_1
    L4_2(L5_2, L6_2)
  else
    L4_2 = L20_1.Hover
    if A2_2 == L4_2 then
      L4_2 = A0_2._btn_state_anims
      L4_2 = L4_2[A1_2]
      L5_2 = L4_2
      L4_2 = L4_2.Play
      L6_2 = L10_1
      L4_2(L5_2, L6_2)
    else
      L4_2 = A0_2._btn_state_anims
      L4_2 = L4_2[A1_2]
      L5_2 = L4_2
      L4_2 = L4_2.Play
      L6_2 = L8_1
      L4_2(L5_2, L6_2)
    end
  end
end
L0_1._set_btn_state = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2
  L3_2 = A0_2._cur_2d_hover_rank
  if A1_2 == L3_2 then
    return
  end
  L4_2 = A0_2
  L3_2 = A0_2._play_hover_anim
  L5_2 = A1_2
  L6_2 = A2_2
  L3_2(L4_2, L5_2, L6_2)
end
L0_1._play_hover_3d_anim = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = A0_2
  L3_2 = A0_2._safe_get_cmpt
  L5_2 = CS
  L5_2 = L5_2.RPG
  L5_2 = L5_2.Client
  L5_2 = L5_2.RPGAnimationEvent
  L6_2 = "AvatarRankGlasses(Clone)/Rank"
  L7_2 = A2_2
  L8_2 = "/Rank"
  L6_2 = L6_2 .. L7_2 .. L8_2
  L3_2 = L3_2(L4_2, L5_2, L6_2)
  L5_2 = L3_2
  L4_2 = L3_2.AddAnimationEvent
  L6_2 = L5_1
  function L7_2()
    local L0_3, L1_3
    L0_3 = A1_2
    L0_3()
    L0_3 = L3_2
    L1_3 = L0_3
    L0_3 = L0_3.ClearEvent
    L0_3(L1_3)
  end
  L4_2(L5_2, L6_2, L7_2)
end
L0_1._register_unlock_anim_callback = L21_1
function L21_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.is_mobile_platform
  L1_2 = L1_2()
  L2_2 = G
  L2_2 = L2_2.Utils
  L2_2 = L2_2.is_4_3_aspect
  L2_2 = L2_2()
  if L1_2 and L2_2 then
    L3_2 = A0_2._eidolon_root
    L4_2 = L16_1
    L4_2 = L17_1[L4_2]
    L3_2.localScale = L4_2
  elseif L1_2 and not L2_2 then
    L3_2 = A0_2._eidolon_root
    L4_2 = L14_1
    L4_2 = L17_1[L4_2]
    L3_2.localScale = L4_2
  elseif not L1_2 and L2_2 then
    L3_2 = A0_2._eidolon_root
    L4_2 = L15_1
    L4_2 = L17_1[L4_2]
    L3_2.localScale = L4_2
  else
    L3_2 = A0_2._eidolon_root
    L4_2 = L13_1
    L4_2 = L17_1[L4_2]
    L3_2.localScale = L4_2
  end
end
L0_1._setup_scale_adapted = L21_1
function L21_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
  if A1_2 == nil or A2_2 == nil then
    return
  end
  L3_2 = A0_2._eidolon
  if L3_2 ~= nil then
    L3_2 = A0_2._eidolon
    if L3_2 ~= 1 then
      goto lbl_13
    end
  end
  do return end
  ::lbl_13::
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.UIUtils
  L3_2 = L3_2.RaycastByMouseOrTouch
  L4_2 = "UI3D"
  L3_2 = L3_2(L4_2)
  L4_2 = G
  L4_2 = L4_2.UtilEngineWrap
  L4_2 = L4_2.IsCsObjectNull
  L5_2 = L3_2
  L4_2 = L4_2(L5_2)
  if L4_2 then
    L4_2 = A1_2
    L5_2 = A2_2
    L6_2 = 0
    L4_2(L5_2, L6_2)
    return
  end
  L4_2 = ipairs
  L5_2 = A0_2._lock_state_anims
  L4_2, L5_2, L6_2 = L4_2(L5_2)
  for L7_2, L8_2 in L4_2, L5_2, L6_2 do
    L9_2 = L8_2.transform
    if L9_2 == L3_2 then
      L9_2 = A1_2
      L10_2 = A2_2
      L11_2 = L7_2
      L9_2(L10_2, L11_2)
      return
    end
  end
end
L0_1.simple_tap_eidolon = L21_1
function L21_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._eidolon
  if L1_2 ~= nil then
    L1_2 = A0_2._eidolon
    if L1_2 ~= 1 then
      goto lbl_9
    end
  end
  A0_2._eidolon_need_to_hide = true
  do return end
  ::lbl_9::
  L2_2 = A0_2
  L1_2 = A0_2.set_active_by_scale
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1.hide_eidolon = L21_1
function L21_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.RPGQualitySettings
  L1_2 = L1_2.ResetLocalLightShadowCache
  L1_2()
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.RPGQualitySettings
  L1_2 = L1_2.ResetCascade4Split
  L1_2()
  L1_2 = {}
  A0_2._on_load_call_back_list = L1_2
  L1_2 = G
  L1_2 = L1_2.UtilEngineWrap
  L1_2 = L1_2.IsUnityObjectNotNull
  L2_2 = A0_2._bg_transform
  L1_2 = L1_2(L2_2)
  if L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.destroy_object
    L3_2 = A0_2._bg_transform
    L3_2 = L3_2.gameObject
    L1_2(L2_2, L3_2)
  end
  L1_2 = A0_2._eidolon
  if L1_2 ~= nil then
    L1_2 = A0_2._eidolon
    if L1_2 ~= 1 then
      goto lbl_33
    end
  end
  do return end
  ::lbl_33::
  L2_2 = A0_2
  L1_2 = A0_2.destroy_object
  L3_2 = A0_2._eidolon
  L1_2(L2_2, L3_2)
  A0_2._eidolon = nil
  A0_2._btn_state_anims = nil
  A0_2._lock_state_anims = nil
  A0_2._avatar_rank_control = nil
  A0_2._root_anim = nil
  A0_2._eidolon_root = nil
  A0_2._anim_event_root = nil
  A0_2._mono_tick = nil
  A0_2._cur_state = nil
end
L0_1.dispose_eidolon = L21_1
return L0_1
