local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Activity.TreasureDungeon.TreasureDungeonBuffTipsDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.UIUtils.UITextUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TreasureDungeonBuffTipsDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "UIText_TreasureDungeon_Stage_BuffUseTime"
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.TreasureDungeonBuffTipsDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
end
L0_1.ctor = L2_1
function L2_1(A0_2, A1_2)
  A0_2._data = A1_2
end
L0_1.init = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_content
  L4_2 = A1_2.position
  L3_2.position = L4_2
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_content
  L3_2 = L3_2.localPosition
  if A2_2 ~= nil then
    L4_2 = L3_2.y
    L4_2 = L4_2 + A2_2
    L3_2.y = L4_2
  end
  L4_2 = A0_2._binder
  L4_2 = L4_2.node_content
  L4_2.localPosition = L3_2
end
L0_1.setup_content_position = L2_1
function L2_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_close
  L4_2 = A0_2._on_btn_exit
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2.setup_short_cut_hint_panel
  L1_2(L2_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._data
  if L1_2 == nil then
    L2_2 = A0_2
    L1_2 = A0_2._setup_empty
    L1_2(L2_2)
    return
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.img_buff
  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.text_name
  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.text_remain
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = G
  L1_2 = L1_2.BuffUtils
  L1_2 = L1_2.GetMazeBuffData
  L2_2 = A0_2._data
  L2_2 = L2_2.BuffRow
  L2_2 = L2_2.ParamInt
  L3_2 = 1
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_remain
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = L1_1
  L5_2 = A0_2._data
  L5_2 = L5_2.RemainUsedTime
  L2_2(L3_2, L4_2, L5_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_name
  L3_2 = L2_2
  L2_2 = L2_2.SetCustomizedText
  L4_2 = A0_2._data
  L4_2 = L4_2.Name
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_desc
  L3_2 = L2_2
  L2_2 = L2_2.SetCustomizedText
  L4_2 = A0_2._data
  L4_2 = L4_2.Desc
  L2_2(L3_2, L4_2)
  L3_2 = A0_2
  L2_2 = A0_2.async_load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.img_buff
  L5_2 = L1_2.BuffIcon
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.img_buff
  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.text_name
  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.text_remain
  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.text_desc
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_TreasureDungeon_Stage_NoBuff"
  L1_2(L2_2, L3_2)
end
L0_1._setup_empty = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_btn_exit = L2_1
return L0_1
