local L0_1, L1_1, L2_1, L3_1
L0_1 = "FarmLevelTabUnlock"
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "RaidCollectionRaidTabItem"
L3_1 = G
L3_1 = L3_1.TabItem
L1_1 = L1_1(L2_1, L3_1)
function L2_1(A0_2)
  local L1_2
end
L1_1._on_load = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  L4_2 = A0_2
  L3_2 = A0_2._get_text_id
  L5_2 = A2_2
  L3_2 = L3_2(L4_2, L5_2)
  A0_2._txt = L3_2
  A0_2._index = A2_2
  L3_2 = A1_2.IsUnlocked
  L3_2 = not L3_2
  A0_2._is_locked = L3_2
  L3_2 = A1_2.IsFinished
  A0_2._is_finished = L3_2
end
L1_1.setup_view = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = "UIText_Cocoon_WorldLevel_Text_"
  L3_2 = tostring
  L4_2 = A1_2
  L3_2 = L3_2(L4_2)
  L2_2 = L2_2 .. L3_2
  return L2_2
end
L1_1._get_text_id = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.txt
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._txt
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_lock
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_locked
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_complete
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_finished
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_unlock_effect
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L1_1._on_added = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_lock
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.UIAnimationUtils
  L1_2 = L1_2.PlayFromBegin
  L2_2 = A0_2._binder
  L2_2 = L2_2.anim_unlock
  L3_2 = L0_1
  L1_2(L2_2, L3_2)
end
L1_1.play_unlock = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_lock
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_locked
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_unlock_effect
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L1_1._reset_anim = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._reset_anim
  L1_2(L2_2)
end
L1_1._on_unselect = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  if not A1_2 then
    L3_2 = A0_2
    L2_2 = A0_2._reset_anim
    L2_2(L3_2)
  end
end
L1_1._on_owner_active_change = L2_1
return L1_1
