local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Common.CommonRewardListPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.CommonRewardListPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.RogueDLC.RogueNous.Reward.Components.RogueNousStoryRewardItemPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "RogueNousStoryRewardItemPanel"
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, L5_2, L6_2, L7_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_get
  L4_2 = A0_2._on_btn_get
  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_detail
  L4_2 = A0_2._on_btn_detail
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_in_control_button_enable
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._setup_in_control_button_enable
    L2_3 = true
    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_root
    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_root
  function L2_2()
    local L0_3, L1_3, L2_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._setup_in_control_button_enable
    L2_3 = false
    L0_3(L1_3, L2_3)
  end
  L1_2.onDeselectTrigger = L2_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_reward
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitGridView
  L3_2 = 0
  L4_2 = A0_2._on_reward_item_changed
  L5_2 = nil
  L6_2 = nil
  L7_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L1_2.onSelectTrigger = nil
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L1_2.onDeselectTrigger = nil
end
L0_1._on_dispose = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  L3_2 = A1_2.ID
  A0_2._quest_id = L3_2
  L3_2 = A1_2.DataRow
  L3_2 = L3_2.RewardID
  A0_2._reward_id = L3_2
  A0_2._index = A2_2
  L3_2 = A1_2.Status
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.JKFPIINHGPD
  L4_2 = L3_2 == L4_2
  A0_2._is_reward_available = L4_2
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.CMOFEAFMGAK
  L4_2 = L3_2 == L4_2
  A0_2._is_reward_taken = L4_2
  L5_2 = A0_2
  L4_2 = A0_2._refresh_reward_info
  L4_2(L5_2)
  L5_2 = A0_2
  L4_2 = A0_2._refresh_btn_state
  L4_2(L5_2)
  L5_2 = A0_2
  L4_2 = A0_2._refresh_order_info
  L4_2(L5_2)
end
L0_1.setup_view = 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.node_progress_bar
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.setup_progress_bar = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_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._reward_id
  L1_2 = L1_2(L2_2)
  L2_2 = L1_2.IsSpecial
  A0_2._is_special = L2_2
  L2_2 = G
  L2_2 = L2_2.RewardUtils
  L2_2 = L2_2.CreateRewardItemTableSorted
  L3_2 = A0_2._reward_id
  L2_2 = L2_2(L3_2)
  A0_2._reward_data = L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_normal
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A0_2._is_special
  L4_2 = not L4_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_special
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A0_2._is_special
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._is_reward_taken
  if L2_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.canvas_special
    L2_2.alpha = 0.5
  else
    L2_2 = A0_2._binder
    L2_2 = L2_2.canvas_special
    L2_2.alpha = 1.0
  end
  L2_2 = A0_2._binder
  L2_2 = L2_2.list_reward
  L3_2 = L2_2
  L2_2 = L2_2.SetListItemCount
  L4_2 = A0_2._reward_data
  L4_2 = #L4_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.list_reward
  L3_2 = L2_2
  L2_2 = L2_2.RefreshAllShownItem
  L2_2(L3_2)
end
L0_1._refresh_reward_info = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_got
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_reward_taken
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_got_mask
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_reward_taken
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_in_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_reward_available
  L3_2 = A0_2._is_reward_taken
  L3_2 = not L3_2 and L3_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_get
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_reward_available
  L1_2(L2_2, L3_2)
end
L0_1._refresh_btn_state = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_order
  L2_2 = L1_2
  L1_2 = L1_2.SetCustomizedText
  L3_2 = A0_2._index
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_finish_mark
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_reward_available
  if not L3_2 then
    L3_2 = A0_2._is_reward_taken
  end
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_active_effect
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._is_reward_available
  if L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.anim_effect
    L2_2 = L1_2
    L1_2 = L1_2.Play
    L1_2(L2_2)
  else
    L1_2 = A0_2._binder
    L1_2 = L1_2.anim_effect
    L2_2 = L1_2
    L1_2 = L1_2.Stop
    L1_2(L2_2)
  end
  L1_2 = A0_2._is_reward_available
  if not L1_2 then
    L1_2 = A0_2._is_reward_taken
    if not L1_2 then
      goto lbl_41
    end
  end
  L1_2 = A0_2._binder
  L1_2 = L1_2.img_progress
  L1_2.fillAmount = 1
  goto lbl_44
  ::lbl_41::
  L1_2 = A0_2._binder
  L1_2 = L1_2.img_progress
  L1_2.fillAmount = 0
  ::lbl_44::
end
L0_1._refresh_order_info = 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.GlobalVars
  L1_2 = L1_2.s_NetworkManager
  L2_2 = L1_2
  L1_2 = L1_2.JCCHEMBPEEE
  L3_2 = A0_2._quest_id
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_get = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = {}
  L2_2 = 1
  L3_2 = A0_2._reward_data
  L3_2 = #L3_2
  L4_2 = 1
  for L5_2 = L2_2, L3_2, L4_2 do
    L6_2 = table
    L6_2 = L6_2.insert
    L7_2 = L1_2
    L8_2 = A0_2._reward_data
    L8_2 = L8_2[L5_2]
    L8_2 = L8_2.ItemID
    L6_2(L7_2, L8_2)
  end
  L2_2 = G
  L2_2 = L2_2.UIManager
  L2_2 = L2_2.load_and_show
  L3_2 = "Ui.Common.ItemTip.ItemTipsDialog"
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_btn_detail = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 == nil then
    L6_2 = A0_2
    L5_2 = A0_2.create_panel
    L7_2 = G
    L7_2 = L7_2.RewardItemIconLite
    L8_2 = G
    L8_2 = L8_2.RewardItemIconLiteBinder
    L5_2 = L5_2(L6_2, L7_2, L8_2)
    L4_2 = L5_2
    L6_2 = L4_2
    L5_2 = L4_2.bind
    L7_2 = L3_2.transform
    L5_2(L6_2, L7_2)
    L3_2.UserObjectData = L4_2
  end
  L5_2 = A0_2._reward_data
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L6_2 = L5_2.ConfigID
  if not L6_2 then
    L6_2 = L5_2.ItemID
  end
  L8_2 = L4_2
  L7_2 = L4_2.setup_view
  L9_2 = L6_2
  L7_2(L8_2, L9_2)
  L8_2 = L4_2
  L7_2 = L4_2.set_count
  L9_2 = L5_2.Count
  L7_2(L8_2, L9_2)
  return L3_2
end
L0_1._on_reward_item_changed = 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.mono_btn_get
  L2_2.ActionEnabled = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_tip_get
  L2_2.IsShowTip = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_btn_detail
  L2_2.ActionEnabled = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_key_map_zoom
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1._setup_in_control_button_enable = L1_1
return L0_1
