local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Activity.TreasureDungeon.TreasureDungeonInfoDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TreasureDungeonInfoDialog"
L2_1 = G
L2_1 = L2_1.UIController
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.TreasureDungeonModule
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.TreasureDungeonInfoDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
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)
  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._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_empty
  L4_2 = A0_2._on_btn_exit
  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_give_up
  L4_2 = A0_2._on_btn_give_up
  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_enter
  L4_2 = A0_2._on_btn_enter
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._add_packet_handler
  L3_2 = CS
  L3_2 = L3_2.PBIBDHBOIGI
  L3_2 = L3_2.CAEPDPEPBII
  L4_2 = A0_2._on_enter_dungeon
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = 1
  L1_2(L2_2, L3_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._binder
  L1_2 = L1_2.txt_name
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.Row
  L3_2 = L3_2.Name
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_mode
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._data
  L3_2 = L3_2.SimpleLevelData
  L3_2 = L3_2.IsDoing
  if L3_2 then
    L3_2 = "UIText_TreasureDungeon_Challenge_Normal"
    if L3_2 then
      goto lbl_20
    end
  end
  L3_2 = "UIText_TreasureDungeon_Challenge_Hard"
  ::lbl_20::
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_TreasureDungeon_Challenge_Progress"
  L5_2 = A0_2
  L4_2 = A0_2._get_current_level
  L4_2 = L4_2(L5_2)
  L4_2 = L4_2.CurFloor
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2
  L1_2 = A0_2._data
  L1_2 = L1_2.SimpleLevelData
  L1_2 = L1_2.IsDoing
  if L1_2 then
    L1_2 = A0_2._data
    L1_2 = L1_2.SimpleLevelData
    if L1_2 then
      goto lbl_12
    end
  end
  L1_2 = A0_2._data
  L1_2 = L1_2.HardLevelData
  ::lbl_12::
  return L1_2
end
L0_1._get_current_level = 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
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = L1_1
  L2_2 = L1_2
  L1_2 = L1_2.TryQuitLevel
  L3_2 = true
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_btn_give_up = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._get_current_level
  L1_2 = L1_2(L2_2)
  L1_2 = L1_2.ID
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.NetworkManager
  L2_2 = L2_2.FFOMLPONIFB
  L3_2 = L2_2
  L2_2 = L2_2.HHEJMPPENMK
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_btn_enter = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.Activity.TreasureDungeon.TreasureDungeonMainPage"
  L3_2 = true
  L1_2(L2_2, L3_2)
end
L0_1._on_enter_dungeon = L2_1
return L0_1
