local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.AlleyActivityPanel"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ResidentAlleyActivityPanel"
L2_1 = G
L2_1 = L2_1.AlleyActivityPanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2, L6_2, L7_2
  L4_2 = L0_1.super
  L4_2 = L4_2.ctor
  L5_2 = A1_2
  L6_2 = A2_2
  L7_2 = A3_2
  L4_2(L5_2, L6_2, L7_2)
end
L0_1.ctor = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = true
  return L1_2
end
L0_1._is_resident = L1_1
function L1_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.node_activity
  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_timer
  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_complete
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._activity_data
  L4_2 = L3_2
  L3_2 = L3_2.IsFinishConditionsCompleted
  L3_2, L4_2 = L3_2(L4_2)
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._setup_resident_view = L1_1
function L1_1(A0_2)
  local L1_2
end
L0_1._setup_time_limit_view = L1_1
return L0_1
