local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.AetherDivide.AetherOutFit.AetherSpiritUtilities.AetherSpiritUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AetherCommonSpiritItemPanel"
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.AetherDivideModule
L1_1 = L1_1.AetherOutfitData
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  A0_2._is_auto_trigger_click = true
  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.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)
    L0_3 = A0_2._is_auto_trigger_click
    if L0_3 then
      L0_3 = A0_2
      L1_3 = L0_3
      L0_3 = L0_3._on_btn_click
      L0_3(L1_3)
    end
  end
  L1_2.onSelectTrigger = L2_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_root
  L4_2 = A0_2._on_btn_click
  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_minus
  L4_2 = A0_2._on_btn_minus
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L2_1
function L2_1(A0_2, A1_2, A2_2, A3_2)
  A0_2._callback = A1_2
  A0_2._callback_self = A2_2
  A0_2._extra_param = A3_2
end
L0_1.register_callback = L2_1
function L2_1(A0_2, A1_2, A2_2)
  A0_2._minus_click_callback = A1_2
  A0_2._minus_click_callback_self = A2_2
end
L0_1.register_minus_click_callback = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_root
  L3_2 = L2_2
  L2_2 = L2_2.SetChecked
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_selected = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_root
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetInteractable
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_minus
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetInteractable
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.set_interactable = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._on_btn_click
  L1_2(L2_2)
end
L0_1.trigger_click = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  A0_2._spirit_data = A1_2
  if A1_2 == nil then
    L3_2 = A0_2
    L2_2 = A0_2.setup_empty
    L2_2(L3_2)
    return
  end
  L3_2 = A0_2
  L2_2 = A0_2._display_nodes
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._setup_info
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._bind_reddot
  L2_2(L3_2)
end
L0_1.setup_view = L2_1
function L2_1(A0_2, A1_2)
  A0_2._is_auto_trigger_click = A1_2
end
L0_1.set_auto_trigger_click_on_navigation = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_spirit_type_panel
  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.node_spirit_level_panel
  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.node_bg
  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.node_icon
  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.btn_minus
  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.node_selected_hint
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1.setup_empty = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  if not A1_2 then
    A1_2 = false
  end
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_minus
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.setup_minus_btn = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_team_mark
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = A1_2
  L2_2(L3_2, L4_2)
end
L0_1.setup_team_mark = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_spirit_type_panel
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._spirit_data
  L3_2 = L3_2.Promotion
  L3_2 = L3_2 ~= 0
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_spirit_level_panel
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._spirit_data
  L3_2 = L3_2.Promotion
  L3_2 = L3_2 ~= 0
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_bg
  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.node_icon
  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.node_selected_hint
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._display_nodes = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._async_load_sprite_to
  L3_2 = A0_2._binder
  L3_2 = L3_2.img_spirit
  L4_2 = A0_2._spirit_data
  L4_2 = L4_2.Row
  L4_2 = L4_2.MiddleAvatarHeadIconPath
  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.AetherSpiritTypeExcelTable
  L1_2 = L1_2.GetData
  L2_2 = A0_2._spirit_data
  L2_2 = L2_2.Row
  L2_2 = L2_2.SpiritType
  L2_2 = #L2_2
  L1_2 = L1_2(L2_2)
  L3_2 = A0_2
  L2_2 = A0_2._async_load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.img_spirit_type
  L5_2 = L1_2.SmallIconPath
  L2_2(L3_2, L4_2, L5_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.img_rarity_bg
  L3_2 = G
  L3_2 = L3_2.AetherSpiritUtils
  L3_2 = L3_2.get_color_by_rarity
  L4_2 = A0_2._spirit_data
  L4_2 = L4_2.Row
  L4_2 = L4_2.Rarity
  L4_2 = #L4_2
  L3_2 = L3_2(L4_2)
  L2_2.color = L3_2
  L2_2 = A0_2._spirit_data
  L2_2 = L2_2.Promotion
  if L2_2 ~= 0 then
    L3_2 = A0_2
    L2_2 = A0_2._setup_spirit_level_info
    L2_2(L3_2)
  else
    L3_2 = A0_2
    L2_2 = A0_2._setup_unlock_progress_info
    L2_2(L3_2)
  end
end
L0_1._setup_info = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_spirit_level
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._spirit_data
  L3_2 = L3_2.Promotion
  L1_2(L2_2, L3_2)
end
L0_1._setup_spirit_level_info = 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_collect_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = "UIText_AetherDivide_Spirit_Progress"
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_collect_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._spirit_data
  L3_2 = L3_2.CurrentExp
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt_collect_total_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._spirit_data
  L4_2 = L3_2
  L3_2 = L3_2.GetPromotionMaxExp
  L5_2 = 0
  L3_2, L4_2, L5_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_2)
end
L0_1._setup_unlock_progress_info = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = G
  L1_2 = L1_2.RedDotModule
  L1_2 = L1_2.Instance
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "AetherSpiritNew"
  L4_2 = A0_2._spirit_data
  L4_2 = L4_2.ID
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._bind_reddot = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.invoke_callback
  L2_2 = A0_2._callback
  L3_2 = A0_2._callback_self
  L4_2 = A0_2._spirit_data
  L5_2 = A0_2
  L6_2 = A0_2._extra_param
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L2_2 = A0_2
  L1_2 = A0_2.save_navigation_target
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_root
  L3_2 = L3_2.gameObject
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._spirit_data
  L2_2 = L1_2
  L1_2 = L1_2.SetIsNew
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._on_btn_click = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._minus_click_callback
  if L1_2 ~= nil then
    L1_2 = G
    L1_2 = L1_2.Utils
    L1_2 = L1_2.invoke_callback
    L2_2 = A0_2._minus_click_callback
    L3_2 = A0_2._minus_click_callback_self
    L4_2 = A0_2._spirit_data
    L5_2 = A0_2
    L1_2(L2_2, L3_2, L4_2, L5_2)
    return
  end
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.invoke_callback
  L2_2 = A0_2._callback
  L3_2 = A0_2._callback_self
  L4_2 = A0_2._spirit_data
  L5_2 = A0_2
  L6_2 = A0_2._extra_param
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._on_btn_minus = L2_1
return L0_1
