local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.ActivityClockPark.InSideGame.ActivityClockParkUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ClockParkActivityPanel"
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.ActivityClockParkModule
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.QuestModule
function L3_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2
  A0_2._activity_data = A3_2
  A0_2._reward_items = nil
  L4_2 = {}
  A0_2._config_ids = L4_2
end
L0_1.ctor = L3_1
function L3_1(A0_2)
  local L1_2
  A0_2._activity_data = nil
  A0_2._reward_items = nil
end
L0_1._on_dispose = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_tab_panel
  L1_2(L2_2)
end
L0_1._on_added = L3_1
function L3_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 = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_relic_reward
  L4_2 = A0_2._on_btn_lightcone_reward
  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_time_limit_reward
  L4_2 = A0_2._on_btn_time_limit_reward
  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_resident_reward
  L4_2 = A0_2._on_btn_resident_reward
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_relic_reward
  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_relic_reward
    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_time_limit_reward
  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_time_limit_reward
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_2
  L1_2 = {}
  A0_2._special_zoom_btn_list = L1_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_relic_reward
  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_time_limit_reward
  L1_2(L2_2, L3_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 = "ClockParkTimeLimitRewardButton"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reddot_timelimit_reward
  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 = "ClockParkLightConeRewardButton"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reddot_lightcone_reward
  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 = "ClockParkResidentReward"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reddot_residense_reward
  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 = "ClockParkBtnGoTo"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reddot_goto
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._custom_on_load = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._is_custom_bind
  if not L1_2 then
    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)
    L3_2 = A0_2
    L2_2 = A0_2.bind
    L4_2 = L1_2
    L2_2(L3_2, L4_2)
    L3_2 = A0_2
    L2_2 = A0_2._custom_on_load
    L2_2(L3_2)
  end
  A0_2._is_custom_bind = true
  L2_2 = A0_2
  L1_2 = A0_2._setup_text
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_activity_state_switch
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_resident_status
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._set_sp_zone_game_pad
  L1_2(L2_2)
end
L0_1._on_select = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.is_current_tab_item
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  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)
  L2_2 = A0_2
  L1_2 = A0_2._setup_resident_status
  L1_2(L2_2)
end
L0_1._on_return_to_top = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TitleName
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_tips
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TagDesc
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_desc
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.PanelDesc
  L1_2(L2_2, L3_2)
end
L0_1._setup_text = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L1_2 = A0_2._activity_data
  L1_2 = L1_2.IsPreMissionComplete
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.IsResidentPanel
  L3_2 = A0_2._activity_data
  L4_2 = L3_2
  L3_2 = L3_2.IsFinishConditionsCompleted
  L3_2 = L3_2(L4_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.btn_resident_reward
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetActive
  L6_2 = L1_2 or L6_2
  if L1_2 then
    L6_2 = L2_2
  end
  L4_2(L5_2, L6_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.node_desc
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetActive
  L6_2 = L1_2
  L4_2(L5_2, L6_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.node_complete
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetActive
  L6_2 = L3_2 or L6_2
  if L3_2 then
    L6_2 = L2_2
  end
  L4_2(L5_2, L6_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.btn_time_limit_reward
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetActive
  L6_2 = L1_2
  L4_2(L5_2, L6_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.btn_relic_reward
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetActive
  L6_2 = L1_2
  L4_2(L5_2, L6_2)
  if L2_2 then
    L4_2 = A0_2._binder
    L4_2 = L4_2.node_timelimit_btns
    L5_2 = L4_2
    L4_2 = L4_2.SafeSetActive
    L6_2 = false
    L4_2(L5_2, L6_2)
    L4_2 = A0_2._binder
    L4_2 = L4_2.node_remain_timer
    L5_2 = L4_2
    L4_2 = L4_2.SafeSetActive
    L6_2 = false
    L4_2(L5_2, L6_2)
  end
  L4_2 = true
  L5_2 = CS
  L5_2 = L5_2.RPG
  L5_2 = L5_2.GameCore
  L5_2 = L5_2.ClockParkProgressRewardExcelTable
  L5_2 = L5_2.GetEnumerator
  L5_2 = L5_2()
  while true do
    L7_2 = L5_2
    L6_2 = L5_2.MoveNext
    L6_2 = L6_2(L7_2)
    if not L6_2 then
      break
    end
    L6_2 = L5_2.Current
    L7_2 = L2_1
    L8_2 = L7_2
    L7_2 = L7_2.IsQuestStatus
    L9_2 = L6_2.QuestID
    L10_2 = CS
    L10_2 = L10_2.LEOGBBOPKKO
    L10_2 = L10_2.CMOFEAFMGAK
    L7_2 = L7_2(L8_2, L9_2, L10_2)
    if not L7_2 then
      L4_2 = false
      break
    end
  end
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_lightcone_received
  L7_2 = L6_2
  L6_2 = L6_2.SafeSetActive
  L8_2 = L4_2
  L6_2(L7_2, L8_2)
end
L0_1._setup_resident_status = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  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 = L1_2
  L1_2 = L1_2.SetClockParkLightConeRewardHasSeen
  L3_2 = true
  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.ActivityClockPark.Entrance.Reward.ClockParkLightConeRewardPage"
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_lightcone_reward = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = G
  L1_2 = L1_2.ActivityClockParkUtils
  L1_2 = L1_2.get_time_limit_activity_reward_id
  L1_2 = L1_2()
  if L1_2 == nil or L1_2 == 0 then
    return
  end
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.Prefs
  L2_2 = L2_2.User
  L3_2 = L2_2
  L2_2 = L2_2.SetClockParkLimitRewardHasSeen
  L4_2 = true
  L2_2(L3_2, L4_2)
  L2_2 = G
  L2_2 = L2_2.ActivityRewardUtils
  L2_2 = L2_2.show_common_activity_reward_page
  L3_2 = L1_2
  L4_2 = "Ui.ActivityClockPark.Entrance.ActivityClockParkTimeLimitRewardPageBinder"
  L5_2 = nil
  L6_2 = "ClockParkTimeLimitRewardTab"
  L2_2(L3_2, L4_2, L5_2, L6_2)
end
L0_1._on_btn_time_limit_reward = L3_1
function L3_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.ActivityClockPark.Entrance.Reward.ClockParkResidentRewardPage"
  L1_2(L2_2)
end
L0_1._on_btn_resident_reward = L3_1
function L3_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 not L2_2 then
    return
  end
  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 = L3_1
function L3_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._activity_data
    L1_2 = A0_2._activity_data
    L1_2 = L1_2.IsResidentPanel
    L1_2 = L1_2 ~= nil and L1_2
  end
  return L1_2
end
L0_1._is_can_to_special_zoom = L3_1
function L3_1(A0_2, A1_2)
  local L2_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone2
  if A1_2 == L2_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_condition_panel
    L2_2 = L2_2.gameObject
    L2_2 = L2_2.activeInHierarchy
    return L2_2
  end
end
L0_1._is_can_to_zoom = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.is_current_tab_item
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._set_sp_zone_game_pad
  L1_2(L2_2)
end
L0_1._on_in_control_input_switch = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_special_pad_area
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L4_2 = A0_2
  L3_2 = A0_2._is_sp_zoom_area_enable
  L3_2, L4_2 = L3_2(L4_2)
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._set_sp_zone_game_pad = L3_1
function L3_1(A0_2)
  local L1_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.is_gamepad_input
  L1_2 = L1_2()
  return L1_2
end
L0_1._is_sp_zoom_area_enable = L3_1
return L0_1
