local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Common.Toast.BottomToastDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BottomToastDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_AboveDialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.BottomToastDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2.block_when_async_load = false
  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.UIShowPageContext
  L4_2 = A0_2._on_show_ui_page
  L1_2(L2_2, L3_2, L4_2)
  A0_2._time = 0
end
L0_1.ctor = L1_1
function L1_1(A0_2, A1_2)
  A0_2._data = A1_2
end
L0_1.init = L1_1
function L1_1(A0_2)
  local L1_2
  A0_2._close_when_phase_changed = false
end
L0_1.set_not_close_when_phase_change = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._data
  L1_2 = L1_2.show_avatar_icon
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_avatar
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_item
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not L1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh
  L1_2(L2_2)
  L1_2 = A0_2._data
  L1_2 = L1_2.close_time
  A0_2._time = L1_2
  L2_2 = A0_2
  L1_2 = A0_2.add_tick
  L1_2(L2_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._data
  L1_2 = L1_2.show_avatar_icon
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_avatar
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_item
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = not L1_2
  L2_2(L3_2, L4_2)
  if L1_2 then
    L3_2 = A0_2
    L2_2 = A0_2.load_sprite_to
    L4_2 = A0_2._binder
    L4_2 = L4_2.img_avatar
    L5_2 = A0_2._data
    L5_2 = L5_2.img_path
    L2_2(L3_2, L4_2, L5_2)
  else
    L3_2 = A0_2
    L2_2 = A0_2.load_sprite_to
    L4_2 = A0_2._binder
    L4_2 = L4_2.img_item
    L5_2 = A0_2._data
    L5_2 = L5_2.img_path
    L2_2(L3_2, L4_2, L5_2)
  end
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_title
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A0_2._data
  L4_2 = L4_2.title_text
  L5_2 = A0_2._data
  L5_2 = L5_2.title_text_param
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._refresh = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = A0_2._time
  L2_2 = L2_2 - A1_2
  A0_2._time = L2_2
  L2_2 = A0_2._time
  if L2_2 < 0 then
    L3_2 = A0_2
    L2_2 = A0_2.exit
    L2_2(L3_2)
  end
end
L0_1._on_tick = L1_1
function L1_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_show_ui_page = L1_1
return L0_1
