local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.RogueDLC.ChessRogue.Missions.Components.ChessRogueMainMissionPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ChessRogueMainMissionPanel"
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.root_btn
  L4_2 = A0_2._on_root_btn_clicked
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  A0_2._data = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.story_name_txt
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A0_2._data
  L4_2 = L4_2.StoryName
  L2_2(L3_2, L4_2)
  L3_2 = A0_2
  L2_2 = A0_2._load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.story_img
  L5_2 = A0_2._data
  L5_2 = L5_2.ImagePath
  L2_2(L3_2, L4_2, L5_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.animator
  L3_2 = L2_2
  L2_2 = L2_2.SetBool
  L4_2 = "IsLocked"
  L5_2 = A0_2._data
  L5_2 = L5_2.Unlocked
  L5_2 = not L5_2
  L2_2(L3_2, L4_2, L5_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 = "ChessRogueMainStoryNew"
  L5_2 = A0_2._data
  L5_2 = L5_2.StoryID
  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)
end
L0_1.setup_view = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  A0_2._is_set_checked = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.root_btn
  L3_2 = L2_2
  L2_2 = L2_2.SetChecked
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_checked = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._is_set_checked
  return L1_2
end
L0_1.is_set_checked = L1_1
function L1_1(A0_2, A1_2, A2_2)
  A0_2._click_handler = A1_2
  A0_2._click_listener = A2_2
end
L0_1.register_click_callback = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.root_btn
  return L1_2
end
L0_1.get_btn_ref = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._on_root_btn_clicked
  L1_2(L2_2)
end
L0_1.trigger_click = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._click_listener
  if L1_2 then
    L1_2 = A0_2._click_handler
    if L1_2 then
      L1_2 = A0_2._click_handler
      L2_2 = A0_2._click_listener
      L3_2 = A0_2._data
      L4_2 = A0_2
      L1_2(L2_2, L3_2, L4_2)
    end
  end
end
L0_1._on_root_btn_clicked = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.animator
  L3_2 = L2_2
  L2_2 = L2_2.SetTrigger
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.trigger_animator = L1_1
return L0_1
