local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattleMonsterStoryTabItem"
L2_1 = G
L2_1 = L2_1.TabItem
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "BattleUIText_BattleViewModePage_Monster_Story"
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2
  A0_2._config = A1_2
  A0_2._characterData = A2_2
  L4_2 = A0_2
  L3_2 = A0_2._refresh
  L3_2(L4_2)
end
L0_1.setup_view = L2_1
function L2_1(A0_2, A1_2)
  local L2_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone2
  if A1_2 == L2_2 then
    L2_2 = false
    return L2_2
  end
end
L0_1._is_can_to_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_left_round
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_left_normal
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_left_border = 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_right_round
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_right_normal
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_right_border = 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 = L1_1
  L1_2(L2_2, L3_2)
end
L0_1._on_added = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_monster_info
  L1_2(L2_2)
end
L0_1._refresh = 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.txt_story
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._characterData
  L3_2 = L3_2.MonsterRowData
  L3_2 = L3_2.Introduction
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._config
  L1_2 = L1_2.MonsterBattleIntroduction
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.TextID
  L2_2 = L2_2.empty
  L1_2 = L1_2 ~= L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_line
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.txt_battle_desc
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  if L1_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.txt_battle_desc
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetTextID
    L4_2 = A0_2._config
    L4_2 = L4_2.MonsterBattleIntroduction
    L2_2(L3_2, L4_2)
  end
end
L0_1._setup_monster_info = L2_1
return L0_1
