local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.ActivityMonopolyUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ActivityMonopolyAssetOverviewBtnPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.GlobalVars
L1_1 = L1_1.s_ModuleManager
L1_1 = L1_1.MonopolyModule
L1_1 = L1_1.AssetInfo
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
  L4_2 = A0_2._on_btn_clicked
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.UIMonopolyAssetSynced
  L4_2 = A0_2._refresh_view
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_notify_handler
  L3_2 = G
  L3_2 = L3_2.CS
  L3_2 = L3_2.NotifyType
  L3_2 = L3_2.UIMonopolyFunctionUnlockSynced
  L4_2 = A0_2._refresh_view
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  A0_2._lock_info_provider_ref = A1_2
  L3_2 = A0_2
  L2_2 = A0_2._refresh_view
  L2_2(L3_2)
end
L0_1.setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_view
  L1_2(L2_2)
end
L0_1.refresh = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.GlobalVars
  L1_2 = L1_2.s_ModuleManager
  L1_2 = L1_2.MonopolyModule
  L2_2 = L1_2.SystemInfo
  L3_2 = L2_2
  L2_2 = L2_2.IsAssetUnlocked
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L2_2 = L1_2.SystemInfo
    L2_2 = L2_2.IsInDream
    L2_2 = not L2_2
  end
  L4_2 = A0_2
  L3_2 = A0_2.safe_set_active
  L5_2 = L2_2
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.txt_count
  L4_2 = L3_2
  L3_2 = L3_2.SafeSetText
  L5_2 = L1_1.AssetOwnedCount
  L3_2(L4_2, L5_2)
end
L0_1._refresh_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._lock_info_provider_ref
  if L1_2 then
    L1_2 = A0_2._lock_info_provider_ref
    L2_2 = L1_2
    L1_2 = L1_2.is_locked
    L1_2 = L1_2(L2_2)
    if L1_2 then
      return
    end
  end
  L1_2 = A0_2._owner
  L2_2 = L1_2
  L1_2 = L1_2.on_main_page_btn_clicked
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.ActivityMonopoly.AssetsPage.ActivityMonopolyAreaAssetDialog"
  L1_2(L2_2)
end
L0_1._on_btn_clicked = L2_1
return L0_1
