local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterInfoPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterDetailTabItem"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterDetailTabItemBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterSkillTabItem"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterSkillTabItemBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterStoryTabItem"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Battle.TeamInfo.BattleMonsterStoryTabItemBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattleMonsterPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
L1_1 = 1
function L2_1(A0_2)
  local L1_2
end
L0_1.ctor = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.select_prev
  L1_2(L2_2)
end
L0_1.select_prev = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.select_next
  L1_2(L2_2)
end
L0_1.select_next = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._tab_control
  L2_2 = L2_2.current_select_item
  L3_2 = L2_2
  L2_2 = L2_2._is_can_to_zoom
  L4_2 = A1_2
  return L2_2(L3_2, L4_2)
end
L0_1._is_can_to_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._tab_control
  L1_2 = L1_2.current_select_item
  L2_2 = L1_2
  L1_2 = L1_2.get_first_selected_object
  return L1_2(L2_2)
end
L0_1.get_first_selected_object = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  if not A1_2 then
    return
  end
  L3_2 = A0_2
  L2_2 = A0_2._refresh_data
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_tab
  L2_2(L3_2)
end
L0_1.setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.click_item_by_uid
  L3_2 = L1_1
  L1_2(L2_2, L3_2)
end
L0_1.reset_tab = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._init_tab
  L1_2(L2_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  A0_2._entity = A1_2
  L2_2 = A0_2._entity
  L3_2 = L2_2
  L2_2 = L2_2.GetComponent
  L4_2 = typeof
  L5_2 = CS
  L5_2 = L5_2.RPG
  L5_2 = L5_2.GameCore
  L5_2 = L5_2.TurnBasedAbilityComponent
  L4_2, L5_2 = L4_2(L5_2)
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  A0_2._ability = L2_2
  L2_2 = A0_2._entity
  L3_2 = L2_2
  L2_2 = L2_2.GetComponent
  L4_2 = typeof
  L5_2 = CS
  L5_2 = L5_2.RPG
  L5_2 = L5_2.GameCore
  L5_2 = L5_2.CharacterDataComponent
  L4_2, L5_2 = L4_2(L5_2)
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  A0_2._character_data = L2_2
  L2_2 = A0_2._character_data
  L2_2 = L2_2.CharacterID
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.MonsterExcelTable
  L3_2 = L3_2.GetData
  L4_2 = L2_2
  L3_2 = L3_2(L4_2)
  A0_2._monster_config = L3_2
end
L0_1._refresh_data = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._detail_tab
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._ability
  L4_2 = A0_2._monster_config
  L5_2 = A0_2._character_data
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = A0_2._detail_tab
  L2_2 = L1_2
  L1_2 = L1_2.set_left_border
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._skill_tab
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._monster_config
  L4_2 = A0_2._character_data
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._story_tab
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._monster_config
  L4_2 = A0_2._character_data
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._story_tab
  L2_2 = L1_2
  L1_2 = L1_2.set_right_border
  L3_2 = true
  L1_2(L2_2, L3_2)
end
L0_1._setup_tab = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel_without_binder
  L3_2 = G
  L3_2 = L3_2.TabControl
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._tab_control = L1_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.set_tab_btns_root
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_monster_info_tab
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_tab_items
  L1_2(L2_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.update_layout
  L1_2(L2_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.click_item_by_uid
  L3_2 = L1_1
  L1_2(L2_2, L3_2)
end
L0_1._init_tab = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.BattleMonsterDetailTabItem
  L4_2 = G
  L4_2 = L4_2.BattleMonsterDetailTabItemBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._detail_tab = L1_2
  L1_2 = A0_2._detail_tab
  L2_2 = L1_2
  L1_2 = L1_2.sync_loadto
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_monster_detail
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.add_item
  L3_2 = A0_2._detail_tab
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.BattleMonsterSkillTabItem
  L4_2 = G
  L4_2 = L4_2.BattleMonsterSkillTabItemBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._skill_tab = L1_2
  L1_2 = A0_2._skill_tab
  L2_2 = L1_2
  L1_2 = L1_2.sync_loadto
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_skill_detail
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.add_item
  L3_2 = A0_2._skill_tab
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.BattleMonsterStoryTabItem
  L4_2 = G
  L4_2 = L4_2.BattleMonsterStoryTabItemBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._story_tab = L1_2
  L1_2 = A0_2._story_tab
  L2_2 = L1_2
  L1_2 = L1_2.sync_loadto
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_story
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.add_item
  L3_2 = A0_2._story_tab
  L1_2(L2_2, L3_2)
end
L0_1._init_tab_items = L2_1
function L2_1(A0_2)
  local L1_2
  A0_2._detail_tab = nil
  A0_2._skill_tab = nil
  A0_2._entity = nil
  A0_2._ability = nil
  A0_2._character_data = nil
  A0_2._monster_config = nil
end
L0_1._on_dispose = L2_1
return L0_1
