local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.ActivityClockPark.InSideGame.ActivityClockParkUtils"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityClockPark.InSideGame.SlotMachineState.ClockParkSlotMachineRewardDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityClockPark.InSideGame.SlotMachineState.ClockParkSlotMachineRewardItemPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityClockPark.InSideGame.SlotMachineState.ClockParkSlotMachineRewardItemPanelBinder"
L0_1(L1_1)
L0_1 = CS
L0_1 = L0_1.RPG
L0_1 = L0_1.Client
L0_1 = L0_1.ClockParkAttributeType
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "ClockParkSlotMachineRewardDialog"
L3_1 = G
L3_1 = L3_1.UIController
L1_1 = L1_1(L2_1, L3_1)
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.ClockParkSlotMachineRewardDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  L1_2 = {}
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  L1_2[1] = L2_2
  A0_2.listen_zooms = L1_2
  A0_2._rank = 1
  L1_2 = {}
  A0_2._reward_attribute = L1_2
end
L1_1.ctor = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.GameCore
  L2_2 = L2_2.ClockParkLotteryExcelTable
  L2_2 = L2_2.GetData
  L3_2 = A1_2
  L2_2 = L2_2(L3_2)
  if L2_2 ~= nil then
    L3_2 = L2_2.LotteryType
    A0_2._rank = L3_2
    L3_2 = G
    L3_2 = L3_2.ActivityClockParkUtils
    L3_2 = L3_2.create_attribute_reward_from_lottery
    L4_2 = A1_2
    L3_2 = L3_2(L4_2)
    A0_2._reward_attribute = L3_2
  end
end
L1_1.init = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_exit_btn
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_exit
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_reward_item_list
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitGridView
  L3_2 = 0
  L4_2 = A0_2._on_reward_item_changed
  L5_2 = nil
  L6_2 = nil
  L7_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
end
L1_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2
end
L1_1._on_dispose = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_reward
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_rank
  L1_2(L2_2)
end
L1_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = pairs
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_rank_list
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L7_2 = L5_2
    L6_2 = L5_2.SafeSetActive
    L8_2 = A0_2._rank
    L8_2 = L8_2 == L4_2
    L6_2(L7_2, L8_2)
  end
end
L1_1._setup_rank = 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.scroll_reward_item_list
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._reward_attribute
  L3_2 = #L3_2
  L4_2 = false
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_reward_item_list
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
end
L1_1._setup_reward = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 == nil then
    L6_2 = A0_2
    L5_2 = A0_2.create_panel
    L7_2 = G
    L7_2 = L7_2.ClockParkSlotMachineRewardItemPanel
    L8_2 = G
    L8_2 = L8_2.ClockParkSlotMachineRewardItemPanelBinder
    L5_2 = L5_2(L6_2, L7_2, L8_2)
    L4_2 = L5_2
    L6_2 = L4_2
    L5_2 = L4_2.bind
    L7_2 = L3_2.transform
    L5_2(L6_2, L7_2)
    L3_2.UserObjectData = L4_2
  end
  L5_2 = A0_2._reward_attribute
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2
  L6_2(L7_2, L8_2)
  return L3_2
end
L1_1._on_reward_item_changed = L2_1
function L2_1(A0_2)
  local L1_2
end
L1_1.get_first_selected_object = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.set_navigation_target
    L5_2 = A0_2
    L4_2 = A0_2.get_navigation_target
    L4_2, L5_2 = L4_2(L5_2)
    L2_2(L3_2, L4_2, L5_2)
  end
end
L1_1._on_enter_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2._on_enter_zoom
  L3_2 = NavigationZoneType
  L3_2 = L3_2.Zone1
  L1_2(L2_2, L3_2)
end
L1_1._init_ui_navigation = L2_1
return L1_1
