local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1
L0_1 = require
L1_1 = "Ui.Common.RewardItemIconLite"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.ActivityConditionPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.AlleyActivityPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AlleyActivityPanel"
L2_1 = G
L2_1 = L2_1.TabItem
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.AlleyModule
L2_1 = CS
L2_1 = L2_1.RPG
L2_1 = L2_1.Client
L2_1 = L2_1.GlobalVars
L2_1 = L2_1.s_ModuleManager
L2_1 = L2_1.MissionModule
L3_1 = "MissionOneNormal"
L4_1 = CS
L4_1 = L4_1.RPG
L4_1 = L4_1.GameCore
L4_1 = L4_1.ConstValueCommonExcelTable
L4_1 = L4_1.GetData
L5_1 = "Activity_Alley_Reward_RewardUnlock"
L4_1 = L4_1(L5_1)
L4_1 = L4_1.Value
L4_1 = L4_1.IntValue
L5_1 = 20002
function L6_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2
  A0_2.parent_page = A1_2
  A0_2._activity_data = A3_2
  L4_2 = {}
  A0_2.mission_data = L4_2
  L4_2 = {}
  A0_2.mission_btn_list = L4_2
  L4_2 = {}
  A0_2._special_zoom_btn_list = L4_2
end
L0_1.ctor = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._is_custom_loaded
  if L1_2 then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_go
  L4_2 = A0_2._on_btn_go
  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_extra
  L4_2 = A0_2._on_btn_extra
  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_explain
  L4_2 = A0_2._on_btn_explain
  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_quest
  L4_2 = A0_2._on_btn_quest
  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_avatar
  L4_2 = A0_2._on_btn_avatar
  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.ActivityConditionPanel
  L4_2 = G
  L4_2 = L4_2.ActivityConditionPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._condition_panel = L1_2
  L1_2 = A0_2._condition_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_condition_panel
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_reward_list
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_item_changed
  L5_2 = nil
  L6_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_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_avatar
  L1_2(L2_2, L3_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_quest
  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.btn_quest
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.save_navigation_target
    L2_3 = A0_2._binder
    L2_3 = L2_3.btn_quest
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_avatar
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.save_navigation_target
    L2_3 = A0_2._binder
    L2_3 = L2_3.btn_avatar
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_2
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "AlleyQuest"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_quest_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "AlleyAvatar"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_avatar_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "AlleyActivity"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_jump_btn_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  A0_2._is_custom_loaded = true
end
L0_1._custom_on_load = L6_1
function L6_1(A0_2)
  local L1_2
  A0_2._activity_data = nil
  A0_2._reward_items = nil
  A0_2._special_zoom_btn_list = nil
end
L0_1._on_dispose = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  L1_2 = {}
  A0_2._config_ids = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_tab_panel
  L1_2(L2_2)
end
L0_1._on_added = L6_1
function L6_1(A0_2)
  local L1_2
  L1_2 = false
  return L1_2
end
L0_1._is_resident = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._owner
  L2_2 = L1_2
  L1_2 = L1_2._get_panel_prefab_path_by_activity_data
  L3_2 = A0_2._activity_data
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = A0_2._is_custom_bind
  if not L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.bind
    L4_2 = L1_2
    L2_2(L3_2, L4_2)
  end
  A0_2._is_custom_bind = true
  L3_2 = A0_2
  L2_2 = A0_2._custom_on_load
  L2_2(L3_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_tips
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A0_2._activity_data
  L4_2 = L4_2.TagDesc
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_title
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A0_2._activity_data
  L4_2 = L4_2.TitleName
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._is_resident
  L2_2 = L2_2()
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2._setup_resident_view
    L2_2(L3_2)
  else
    L3_2 = A0_2
    L2_2 = A0_2._setup_time_limit_view
    L2_2(L3_2)
  end
  L3_2 = A0_2
  L2_2 = A0_2._setup_reward
  L2_2(L3_2)
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.TypeParam
  L2_2 = L2_2[0]
  A0_2._unlock_mission = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._setup_condition_panel
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_mission
  L2_2(L3_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_btn_extra
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = L1_1
  L3_2 = L2_2
  L2_2 = L2_2.RefreshAllMissionData
  L2_2 = L2_2(L3_2)
  L3_2 = L2_2
  L2_2 = L2_2.ThenLuaAction
  function L4_2()
    local L0_3, L1_3
    L0_3 = A0_2
    if L0_3 then
      L0_3 = A0_2._binder
      if L0_3 then
        L0_3 = A0_2
        L1_3 = L0_3
        L0_3 = L0_3._setup_btn_state
        L0_3(L1_3)
      end
    end
  end
  L2_2(L3_2, L4_2)
  L2_2 = L1_1
  L3_2 = L2_2
  L2_2 = L2_2.TryMarkAlleyActivityPanelSeen
  L2_2(L3_2)
end
L0_1._on_select = L6_1
function L6_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.root
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
end
L0_1._on_unselect = L6_1
function L6_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  L3_2 = A0_2
  L2_2 = A0_2.is_current_tab_item
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.is_active_in_hierarchy
    L2_2 = L2_2(L3_2)
    if L2_2 then
      goto lbl_10
    end
  end
  do return end
  ::lbl_10::
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    L2_2 = A0_2.parent_page
    L3_2 = L2_2
    L2_2 = L2_2.setup_short_cut_hint_panel
    L4_2 = {}
    L5_2 = "Menu_Confirm"
    L6_2 = "ActionGroup_Return"
    L4_2[1] = L5_2
    L4_2[2] = L6_2
    L2_2(L3_2, L4_2)
  else
    L2_2 = NavigationZoneType
    L2_2 = L2_2.Zone2
    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_first_selected_object
      L4_2, L5_2, L6_2 = L4_2(L5_2)
      L2_2(L3_2, L4_2, L5_2, L6_2)
    end
  end
end
L0_1._on_enter_zoom = L6_1
function L6_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L3_2 = A0_2
  L2_2 = A0_2._is_resident
  L2_2 = L2_2(L3_2)
  L2_2 = A0_2._condition_panel
  L3_2 = L2_2
  L2_2 = L2_2.is_active
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L2_2 = A0_2._condition_panel
    L3_2 = L2_2
    L2_2 = L2_2._is_can_to_zoom
    L4_2 = A1_2
    L2_2 = not L2_2 and L2_2
  end
  return L2_2
end
L0_1._is_can_to_zoom = L6_1
function L6_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._is_unlock
    L1_2 = L1_2 == true
  end
  return L1_2
end
L0_1._is_can_to_special_zoom = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._condition_panel
  L2_2 = L1_2
  L1_2 = L1_2.get_first_selected_object
  return L1_2(L2_2)
end
L0_1.get_first_selected_object = L6_1
function L6_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L3_2 = A0_2
  L2_2 = A0_2.is_current_tab_item
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.is_active_in_hierarchy
    L2_2 = L2_2(L3_2)
    if L2_2 then
      goto lbl_10
    end
  end
  do return end
  ::lbl_10::
  L2_2 = G
  L2_2 = L2_2.Utils
  L2_2 = L2_2.is_in_control_share_type
  L3_2 = A1_2
  L2_2 = L2_2(L3_2)
  if 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)
    end
  end
end
L0_1._on_in_control_click = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._reward_ids
  if L1_2 ~= nil then
    L1_2 = A0_2._reward_ids
    L1_2 = #L1_2
    if 0 < L1_2 then
      L1_2 = {}
      L2_2 = A0_2._reward_ids
      L1_2.items = L2_2
      L2_2 = G
      L2_2 = L2_2.InventoryUtils
      L2_2 = L2_2.show_item_detail_display_dialog_for_gamepad
      L3_2 = L1_2
      L2_2(L3_2)
    end
  end
end
L0_1.on_left_stick_button_click = L6_1
function L6_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L3_2 = A0_2
  L2_2 = A0_2.is_current_tab_item
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.is_active_in_hierarchy
    L2_2 = L2_2(L3_2)
    if L2_2 then
      goto lbl_10
    end
  end
  do return end
  ::lbl_10::
  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 = L6_1
function L6_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)
end
L0_1.on_top_page = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "ActivityQuest"
  L4_2 = A0_2._activity_data
  L4_2 = L4_2.PanelID
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._setup_tab_panel = L6_1
function L6_1(A0_2)
  local L1_2
end
L0_1._setup_resident_view = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.remain_timer
  L2_2 = L1_2
  L1_2 = L1_2.SetTargetTime
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.EndTimeDate
  L4_2 = A0_2._expire_call_back
  L5_2 = A0_2
  L6_2 = 2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_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, L4_2, L5_2, L6_2 = L3_2()
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._setup_time_limit_view = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_array
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.SortedDisplayItemList
  L1_2 = L1_2(L2_2)
  A0_2._reward_items = L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_reward_list
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._reward_items
  L3_2 = #L3_2
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.scroll_reward_list
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
  L1_2 = {}
  A0_2._reward_ids = L1_2
  L1_2 = ipairs
  L2_2 = A0_2._reward_items
  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 = table
    L6_2 = L6_2.insert
    L7_2 = A0_2._reward_ids
    L8_2 = L5_2.ItemID
    L6_2(L7_2, L8_2)
  end
end
L0_1._setup_reward = L6_1
function L6_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
    L5_2 = L4_2.is_destroyed
    if not L5_2 then
      goto lbl_21
    end
  end
  L6_2 = A0_2
  L5_2 = A0_2.create_panel
  L7_2 = G
  L7_2 = L7_2.RewardItemIconLite
  L8_2 = G
  L8_2 = L8_2.RewardItemIconLiteBinder
  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
  ::lbl_21::
  L6_2 = L4_2
  L5_2 = L4_2.setup_view
  L7_2 = A0_2._reward_items
  L8_2 = A2_2 + 1
  L7_2 = L7_2[L8_2]
  L7_2 = L7_2.ItemID
  L5_2(L6_2, L7_2)
  L6_2 = L4_2
  L5_2 = L4_2.set_count_display
  L7_2 = false
  L5_2(L6_2, L7_2)
  return L3_2
end
L0_1._on_item_changed = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = L2_1
  L2_2 = L1_2
  L1_2 = L1_2.MainMissionDataPromised
  L3_2 = A0_2._unlock_mission
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = L1_2
  L1_2 = L1_2.ThenLuaAction
  function L3_2()
    local L0_3, L1_3, L2_3
    L0_3 = L2_1
    L1_3 = L0_3
    L0_3 = L0_3.TryGetMainMissionData
    L2_3 = A0_2._unlock_mission
    L0_3 = L0_3(L1_3, L2_3)
    A0_2._unlock_mission_data = L0_3
    L0_3 = A0_2._unlock_mission_data
    if L0_3 == nil then
      return
    end
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._setup_state
    L2_3 = A0_2._unlock_mission_data
    L2_3 = L2_3.IsFinish
    L0_3(L1_3, L2_3)
  end
  L1_2(L2_2, L3_2)
end
L0_1._setup_mission = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L1_2 = L1_1
  L2_2 = L1_2
  L1_2 = L1_2.GetCurTrackMissionID
  L1_2 = L1_2(L2_2)
  A0_2._track_mission_id = L1_2
  L1_2 = L1_1
  L2_2 = L1_2
  L1_2 = L1_2.GetEventMissionData
  L3_2 = L4_1
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = L1_2.IsStart
  L2_2 = L1_2 ~= nil and (L2_2 or L2_2)
  A0_2._is_renown_unlock = L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_btn_extra
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A0_2._is_renown_unlock
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._is_renown_unlock
  if L2_2 then
    L2_2 = G
    L2_2 = L2_2.RedDotModule
    L2_2 = L2_2.Instance
    L3_2 = L2_2
    L2_2 = L2_2.bind_reddot
    L4_2 = "AlleyRenownReward"
    L5_2 = nil
    L6_2 = A0_2
    L7_2 = A0_2._binder
    L7_2 = L7_2.node_extra_btn_reddot
    L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
  end
end
L0_1._setup_btn_state = L6_1
function L6_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  A0_2._is_unlock = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_btn_go
  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_warning_tip
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_condition_panel
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_activity
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2 or L4_2
  if A1_2 then
    L5_2 = A0_2
    L4_2 = A0_2._is_resident
    L4_2 = L4_2(L5_2)
    L4_2 = not L4_2
  end
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_desc
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1._setup_state = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._condition_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = {}
  L4_2 = A0_2._unlock_mission
  L3_2[1] = L4_2
  L1_2(L2_2, L3_2)
end
L0_1._setup_condition_panel = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = G
  L1_2 = L1_2.StoryLineUtils
  L1_2 = L1_2.should_switch_line_in_activity
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.PanelID
  L1_2 = L1_2(L2_2)
  if L1_2 then
    return
  end
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.Prefs
  L1_2 = L1_2.User
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.GlobalVars
  L2_2 = L2_2.s_TimeManager
  L2_2 = L2_2.NowTimeStamp
  L1_2.AlleyActivityGoTimeStamp = L2_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.AlleyActivityGoClicked
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.ActivityForceRefreshRedDot
  L1_2(L2_2)
  L1_2 = A0_2._track_mission_id
  if L1_2 ~= 0 then
    L1_2 = G
    L1_2 = L1_2.GotoManager
    L1_2 = L1_2.Goto
    L2_2 = 700
    L3_2 = {}
    L4_2 = CS
    L4_2 = L4_2.RPG
    L4_2 = L4_2.GameCore
    L4_2 = L4_2.MainMissionType
    L4_2 = L4_2.None
    L4_2 = #L4_2
    L5_2 = A0_2._track_mission_id
    L3_2[1] = L4_2
    L3_2[2] = L5_2
    L1_2(L2_2, L3_2)
  else
    L1_2 = G
    L1_2 = L1_2.GotoManager
    L1_2 = L1_2.Goto
    L2_2 = L5_1
    L1_2(L2_2)
  end
end
L0_1._on_btn_go = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.Activity.ActivityAlley.Renown.AlleyRenownPage"
  L1_2(L2_2)
end
L0_1._on_btn_extra = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.show_introduce
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.TagDesc
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.IntroDesc
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_explain = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.Activity.ActivityAlley.QuestReward.AlleyQuestRewardPage"
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_quest = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.Activity.ActivityAlley.QuestReward.AlleyAvatarRewardPage"
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_avatar = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.Activity.ActivityAlley.Renown.AlleyRenownPage"
  L1_2(L2_2)
end
L0_1._goto_renown_page = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.ActivityRefreshAll
  L1_2(L2_2)
end
L0_1._expire_call_back = L6_1
return L0_1
