local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TreasureDungeonFinalRewardPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local 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_root
  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_receive
  L4_2 = A0_2._on_btn_receive
  L1_2(L2_2, L3_2, L4_2)
  A0_2._is_selected = false
  L2_2 = A0_2
  L1_2 = A0_2._refresh_receive_control
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  function L2_2()
    local L0_3, L1_3, L2_3, L3_3
    A0_2._is_selected = true
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._refresh_receive_control
    L0_3(L1_3)
    L0_3 = G
    L0_3 = L0_3.Utils
    L0_3 = L0_3.invoke_callback
    L1_3 = A0_2._callback
    L2_3 = A0_2._callback_self
    L3_3 = A0_2
    L0_3(L1_3, L2_3, L3_3)
  end
  L1_2.onSelectTrigger = L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  function L2_2()
    local L0_3, L1_3
    A0_2._is_selected = false
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._refresh_receive_control
    L0_3(L1_3)
  end
  L1_2.onDeselectTrigger = L2_2
  A0_2._is_reward_can_receive = false
end
L0_1._on_load = L1_1
function L1_1(A0_2, A1_2)
  local 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.QuestModule
  L3_2 = L2_2
  L2_2 = L2_2.TryGetQuestData
  L4_2 = A1_2
  L2_2 = L2_2(L3_2, L4_2)
  A0_2._quest_data = L2_2
  L2_2 = A0_2._quest_data
  if L2_2 == nil then
    L2_2 = G
    L2_2 = L2_2.SuperDebug
    L2_2 = L2_2.LogWarningFormat
    L3_2 = "\230\137\190\228\184\141\229\136\176quest\230\149\176\230\141\174\239\188\154%d"
    L4_2 = A1_2
    L2_2(L3_2, L4_2)
    return
  end
  L3_2 = A0_2
  L2_2 = A0_2._refresh
  L2_2(L3_2)
end
L0_1.setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._need_to_refresh
  if L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2._refresh
    L1_2(L2_2)
    A0_2._need_to_refresh = false
  end
end
L0_1.refresh = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._config_ids
  return L1_2
end
L0_1.get_config_ids = L1_1
function L1_1(A0_2, A1_2, A2_2)
  A0_2._callback = A1_2
  A0_2._callback_self = A2_2
end
L0_1.register_select_callback = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._quest_data
  if L1_2 == nil then
    return
  end
  L1_2 = A0_2._is_reward_can_receive
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_title
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A0_2._quest_data
  L4_2 = L4_2.DataRow
  L4_2 = L4_2.QuestTitle
  L2_2(L3_2, L4_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh_node
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh_reward
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh_progress
  L2_2(L3_2)
  L2_2 = A0_2._is_reward_can_receive
  if L2_2 then
    if not L1_2 then
      L2_2 = CS
      L2_2 = L2_2.RPG
      L2_2 = L2_2.Client
      L2_2 = L2_2.UIAnimationUtils
      L2_2 = L2_2.PlayFromBegin
      L3_2 = A0_2._binder
      L3_2 = L3_2.anim
      L4_2 = "CommonRewardPage_Remind"
      L2_2(L3_2, L4_2)
    end
  else
    L2_2 = CS
    L2_2 = L2_2.RPG
    L2_2 = L2_2.Client
    L2_2 = L2_2.UIAnimationUtils
    L2_2 = L2_2.PlayToBegin
    L3_2 = A0_2._binder
    L3_2 = L3_2.anim
    L4_2 = "CommonRewardPage_Remind"
    L2_2(L3_2, L4_2)
  end
end
L0_1._refresh = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._quest_data
  L1_2 = L1_2.Status
  L2_2 = CS
  L2_2 = L2_2.LEOGBBOPKKO
  L2_2 = L2_2.JKFPIINHGPD
  L2_2 = L1_2 == L2_2
  A0_2._is_reward_can_receive = L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_in_progress
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.KBBBFCIHJPC
  L4_2 = L1_2 == L4_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_can_receive
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.JKFPIINHGPD
  L4_2 = L1_2 == L4_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_received
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.CMOFEAFMGAK
  L4_2 = L1_2 == L4_2
  L2_2(L3_2, L4_2)
end
L0_1._refresh_node = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.RewardExcelTable
  L1_2 = L1_2.GetData
  L2_2 = A0_2._quest_data
  L2_2 = L2_2.RewardID
  L1_2 = L1_2(L2_2)
  if L1_2 == nil then
    return
  end
  L2_2 = L1_2.ItemID_1
  L3_2 = L1_2.Count_1
  L4_2 = {}
  L5_2 = L2_2
  L4_2[1] = L5_2
  A0_2._config_ids = L4_2
  L4_2 = A0_2._binder
  L4_2 = L4_2.reward_item_panel
  L5_2 = L4_2
  L4_2 = L4_2.setup_view
  L6_2 = L2_2
  L4_2(L5_2, L6_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.reward_item_panel
  L5_2 = L4_2
  L4_2 = L4_2.set_count
  L6_2 = L3_2
  L4_2(L5_2, L6_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.reward_item_panel
  L5_2 = L4_2
  L4_2 = L4_2.set_attachment_getted
  L6_2 = A0_2._quest_data
  L6_2 = L6_2.Status
  L7_2 = CS
  L7_2 = L7_2.LEOGBBOPKKO
  L7_2 = L7_2.CMOFEAFMGAK
  L6_2 = L6_2 == L7_2
  L4_2(L5_2, L6_2)
end
L0_1._refresh_reward = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_cur_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Progress
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_total_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.TotalProgress
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.progress_bar
  L1_2 = L1_2.MaskComp
  L2_2 = A0_2._quest_data
  L2_2 = L2_2.Progress
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.TotalProgress
  L2_2 = L2_2 / L3_2
  L1_2.fillAmount = L2_2
end
L0_1._refresh_progress = L1_1
function L1_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.NetworkManager
  L1_2 = L1_2.FFOMLPONIFB
  L2_2 = L1_2
  L1_2 = L1_2.JCCHEMBPEEE
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.ID
  L1_2(L2_2, L3_2)
  A0_2._need_to_refresh = true
end
L0_1._on_btn_receive = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.is_gamepad_input
  L1_2 = L1_2()
  if L1_2 then
    L1_2 = A0_2._is_reward_can_receive
    if L1_2 then
      L2_2 = A0_2
      L1_2 = A0_2._on_btn_receive
      L1_2(L2_2)
    end
  end
end
L0_1._on_btn_root = L1_1
function L1_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
L0_1.get_first_selected_object = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.incontrol_tip_receive
  L2_2 = A0_2._is_selected
  L1_2.IsShowTip = L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.incontrol_tip_receive
  L2_2 = A0_2._is_selected
  L1_2.IsShowTipBySelected = L2_2
end
L0_1._refresh_receive_control = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.CoroutineUtils
  L1_2 = L1_2.InvokeNextFrame
  function L2_2()
    local L0_3, L1_3
    L0_3 = A0_2._binder
    if L0_3 == nil then
      return
    end
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._refresh_receive_control
    L0_3(L1_3)
  end
  L1_2(L2_2)
end
L0_1._on_enter_special_zoom = L1_1
return L0_1
