local L0_1, L1_1, L2_1, L3_1
L0_1 = CS
L0_1 = L0_1.RPG
L0_1 = L0_1.Client
L0_1 = L0_1.GlobalVars
L0_1 = L0_1.s_ModuleManager
L0_1 = L0_1.QuestModule
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "TravelBrochureDirectoryItemPanel"
L3_1 = G
L3_1 = L3_1.BasePanel
L1_1 = L1_1(L2_1, L3_1)
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.TravelBrochurePasterSynced
  L4_2 = A0_2._on_paster_synced
  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_root
  L4_2 = A0_2._on_btn_click
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  function L2_2()
    local L0_3, L1_3, L2_3, L3_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.save_navigation_target
    L2_3 = A0_2
    L3_3 = L2_3
    L2_3 = L2_3.get_first_selected_object
    L2_3, L3_3 = L2_3(L3_3)
    L0_3(L1_3, L2_3, L3_3)
    L0_3 = G
    L0_3 = L0_3.Utils
    L0_3 = L0_3.invoke_callback
    L1_3 = A0_2._selected_callback
    L2_3 = A0_2._selected_handler
    L3_3 = A0_2._index
    L0_3(L1_3, L2_3, L3_3)
  end
  L1_2.onSelectTrigger = L2_2
end
L1_1._on_load = L2_1
function L2_1(A0_2, A1_2, A2_2)
  A0_2._click_callback = A1_2
  A0_2._click_handler = A2_2
end
L1_1.register_click_callback = L2_1
function L2_1(A0_2, A1_2, A2_2)
  A0_2._selected_callback = A1_2
  A0_2._selected_handler = A2_2
end
L1_1.register_selected_callback = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2
  A0_2._data = A1_2
  A0_2._index = A2_2
  L4_2 = A0_2
  L3_2 = A0_2._refresh_view
  L3_2(L4_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
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_name
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.Name
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_selected_name
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.Name
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_index
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = string
  L3_2 = L3_2.format
  L4_2 = "%02d"
  L5_2 = A0_2._index
  L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_index
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_unknown
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_lock
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._data
  L3_2 = L3_2.IsUnlocked
  L3_2 = not L3_2
  L1_2(L2_2, L3_2)
  L1_2 = L0_1
  L2_2 = L1_2
  L1_2 = L1_2.TryGetQuestData
  L3_2 = A0_2._data
  L3_2 = L3_2.RewardQuestID
  L1_2 = L1_2(L2_2, L3_2)
  if L1_2 == nil then
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_reward
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetActive
    L4_2 = false
    L2_2(L3_2, L4_2)
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_taken
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetActive
    L4_2 = false
    L2_2(L3_2, L4_2)
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_normal
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetActive
    L4_2 = A0_2._data
    L4_2 = L4_2.IsUnlocked
    L2_2(L3_2, L4_2)
    L2_2 = A0_2._binder
    L2_2 = L2_2.bar_progress
    L2_2.fillAmount = 1
    L2_2 = A0_2._binder
    L2_2 = L2_2.txt_progress
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetTextID
    L4_2 = "UIText_RogueDLC_Main_Percent"
    L5_2 = 100
    L2_2(L3_2, L4_2, L5_2)
  else
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_reward
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetActive
    L4_2 = A0_2._data
    L4_2 = L4_2.IsUnlocked
    if L4_2 then
      L4_2 = L1_2.Status
      L5_2 = CS
      L5_2 = L5_2.LEOGBBOPKKO
      L5_2 = L5_2.JKFPIINHGPD
      L4_2 = L4_2 == L5_2
    end
    L2_2(L3_2, L4_2)
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_taken
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetActive
    L4_2 = A0_2._data
    L4_2 = L4_2.IsUnlocked
    if L4_2 then
      L4_2 = L1_2.Status
      L5_2 = CS
      L5_2 = L5_2.LEOGBBOPKKO
      L5_2 = L5_2.CMOFEAFMGAK
      L4_2 = L4_2 == L5_2
    end
    L2_2(L3_2, L4_2)
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_normal
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetActive
    L4_2 = A0_2._data
    L4_2 = L4_2.IsUnlocked
    if L4_2 then
      L4_2 = L1_2.Status
      L5_2 = CS
      L5_2 = L5_2.LEOGBBOPKKO
      L5_2 = L5_2.KBBBFCIHJPC
      L4_2 = L4_2 == L5_2
    end
    L2_2(L3_2, L4_2)
    L2_2 = A0_2._binder
    L2_2 = L2_2.bar_progress
    L3_2 = L1_2.Progress
    L4_2 = L1_2.TotalProgress
    L3_2 = L3_2 / L4_2
    L2_2.fillAmount = L3_2
    L2_2 = A0_2._binder
    L2_2 = L2_2.txt_progress
    L3_2 = L2_2
    L2_2 = L2_2.SafeSetTextID
    L4_2 = "UIText_RogueDLC_Main_Percent"
    L5_2 = math
    L5_2 = L5_2.modf
    L6_2 = L1_2.Progress
    L6_2 = L6_2 * 100
    L7_2 = L1_2.TotalProgress
    L6_2 = L6_2 / L7_2
    L5_2, L6_2, L7_2 = L5_2(L6_2)
    L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
  end
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_txt_progress
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  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 = "TravelBrochureDiary"
  L5_2 = A0_2._data
  L5_2 = L5_2.ID
  L6_2 = A0_2
  L7_2 = A0_2._binder
  L7_2 = L7_2.node_reddot
  L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.GlobalVars
  L2_2 = L2_2.s_ModuleManager
  L2_2 = L2_2.TutorialSupportModule
  L3_2 = L2_2
  L2_2 = L2_2.SetNodeDynamicKey
  L4_2 = A0_2._binder
  L4_2 = L4_2.btn_root
  L4_2 = L4_2.gameObject
  L5_2 = A0_2._index
  L2_2(L3_2, L4_2, L5_2)
end
L1_1._refresh_view = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  A0_2._data = nil
  A0_2._index = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.txt_name
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = "UIText_TravelBrochure_NextPage"
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.txt_selected_name
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = "UIText_TravelBrochure_NextPage"
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_index
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_unknown
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_lock
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_reward
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_taken
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_normal
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.bar_progress
  L2_2.fillAmount = 0
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_txt_progress
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = false
  L2_2(L3_2, L4_2)
  L2_2 = G
  L2_2 = L2_2.RedDotModule
  L2_2 = L2_2.Instance
  L3_2 = L2_2
  L2_2 = L2_2.unbind_reddot
  L4_2 = A0_2._binder
  L4_2 = L4_2.node_reddot
  L2_2(L3_2, L4_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.GlobalVars
  L2_2 = L2_2.s_ModuleManager
  L2_2 = L2_2.TutorialSupportModule
  L3_2 = L2_2
  L2_2 = L2_2.SetNodeDynamicKey
  L4_2 = A0_2._binder
  L4_2 = L4_2.btn_root
  L4_2 = L4_2.gameObject
  L5_2 = A0_2._index
  L2_2(L3_2, L4_2, L5_2)
end
L1_1.setup_unknown_view = 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.btn_root
  L3_2 = L2_2
  L2_2 = L2_2.SetChecked
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L1_1.set_checked = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._data
  if L1_2 == nil then
    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.UIPileToastMessageTextID
    L3_2 = "UIText_TravelBrochure_NextPage"
    L1_2(L2_2, L3_2)
    return
  end
  L1_2 = A0_2._data
  L1_2 = L1_2.IsUnlocked
  if L1_2 then
    L1_2 = CS
    L1_2 = L1_2.RPG
    L1_2 = L1_2.Client
    L1_2 = L1_2.TravelBrochureUtils
    L1_2 = L1_2.RecordDiarySeen
    L2_2 = A0_2._data
    L2_2 = L2_2.ID
    L1_2(L2_2)
  end
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.invoke_callback
  L2_2 = A0_2._click_callback
  L3_2 = A0_2._click_handler
  L4_2 = A0_2._data
  L4_2 = L4_2.ID
  L1_2(L2_2, L3_2, L4_2)
end
L1_1._on_btn_click = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._data
  if L1_2 == nil then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._refresh_view
  L1_2(L2_2)
end
L1_1._on_paster_synced = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L1_2 = L1_2.gameObject
  return L1_2
end
L1_1.get_first_selected_object = L2_1
return L1_1
