local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Activity.FantasticStoryActivity.Reward.FantasticStoryFinalQuestPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.RewardItemIconLite"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.RewardItemIconLiteBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "FantasticStoryFinalQuestPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2
  L1_2 = {}
  A0_2._config_id_list = L1_2
end
L0_1._ctor = L1_1
function L1_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_recieve
  L4_2 = A0_2._on_btn_recieve
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_zoom
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_gamepad_input
  L3_2, L4_2 = L3_2()
  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, L3_2
  L1_2 = {}
  A0_2._config_id_list = L1_2
  L1_2 = tonumber
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.GameCore
  L2_2 = L2_2.ConstValueFantasticStoryExcelTable
  L2_2 = L2_2.GetData
  L3_2 = "FinalQuestID"
  L2_2 = L2_2(L3_2)
  L2_2 = L2_2.Value
  L1_2 = L1_2(L2_2)
  A0_2._quest_id = L1_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.QuestModule
  L2_2 = L1_2
  L1_2 = L1_2.TryGetQuestData
  L3_2 = A0_2._quest_id
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._quest_data = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_title
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_progress
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_node_state
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_reward_icon
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.mono_in_control_tip
  L1_2.IsShowTip = false
  L1_2 = A0_2._quest_data
  L1_2 = L1_2.Status
  L2_2 = CS
  L2_2 = L2_2.LEOGBBOPKKO
  L2_2 = L2_2.JKFPIINHGPD
  L1_2 = L1_2 == L2_2
  A0_2._quest_can_recieve = L1_2
end
L0_1.setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_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.QuestModule
  L2_2 = L1_2
  L1_2 = L1_2.TryGetQuestData
  L3_2 = A0_2._quest_id
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._quest_data = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_node_state
  L1_2(L2_2)
  L1_2 = A0_2._quest_can_recieve
  if L1_2 then
    L1_2 = A0_2._quest_data
    L1_2 = L1_2.Status
    L2_2 = CS
    L2_2 = L2_2.LEOGBBOPKKO
    L2_2 = L2_2.CMOFEAFMGAK
    if L1_2 == L2_2 then
      L2_2 = A0_2
      L1_2 = A0_2._play_can_recieve_anim_first_frame
      L1_2(L2_2)
    end
  end
end
L0_1.refresh = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._quest_can_recieve
  if L1_2 then
    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_root
    L3_2 = "CommonRewardPage_Remind"
    L1_2(L2_2, L3_2)
  end
end
L0_1.try_play_can_recieve_anim = L1_1
function L1_1(A0_2)
  local 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.PlayToBegin
  L2_2 = A0_2._binder
  L2_2 = L2_2.anim_root
  L3_2 = "CommonRewardPage_Remind"
  L1_2(L2_2, L3_2)
end
L0_1._play_can_recieve_anim_first_frame = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_quest_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.DataRow
  L3_2 = L3_2.QuestTitle
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_quest_sub_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.DataRow
  L3_2 = L3_2.QuestDisplay
  L1_2(L2_2, L3_2)
end
L0_1._setup_title = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_cur_num
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Progress
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_total_num
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.TotalProgress
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.progress_bar
  L1_2 = L1_2.MaskComp
  L2_2 = A0_2._quest_data
  L2_2 = L2_2.Progress
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.TotalProgress
  L2_2 = L2_2 / L3_2
  L1_2.fillAmount = L2_2
end
L0_1._setup_progress = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_in_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.KBBBFCIHJPC
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_to_recieve
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.JKFPIINHGPD
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_done
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.CMOFEAFMGAK
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
end
L0_1._refresh_node_state = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = G
  L1_2 = L1_2.RewardUtils
  L1_2 = L1_2.CreateRewardItemTable
  L2_2 = A0_2._quest_data
  L2_2 = L2_2.RewardID
  L1_2 = L1_2(L2_2)
  L2_2 = #L1_2
  if 0 < L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.create_panel
    L4_2 = G
    L4_2 = L4_2.RewardItemIconLite
    L5_2 = G
    L5_2 = L5_2.RewardItemIconLiteBinder
    L2_2 = L2_2(L3_2, L4_2, L5_2)
    L4_2 = L2_2
    L3_2 = L2_2.bind
    L5_2 = A0_2._binder
    L5_2 = L5_2.node_reward_item_icon
    L3_2(L4_2, L5_2)
    L4_2 = L2_2
    L3_2 = L2_2.setup_view
    L5_2 = L1_2[1]
    L5_2 = L5_2.ItemID
    L3_2(L4_2, L5_2)
    L4_2 = L2_2
    L3_2 = L2_2.set_count_display
    L5_2 = true
    L3_2(L4_2, L5_2)
    L4_2 = L2_2
    L3_2 = L2_2.set_count
    L5_2 = L1_2[1]
    L5_2 = L5_2.Count
    L3_2(L4_2, L5_2)
    L3_2 = table
    L3_2 = L3_2.insert
    L4_2 = A0_2._config_id_list
    L5_2 = L1_2[1]
    L5_2 = L5_2.ItemID
    L3_2(L4_2, L5_2)
  end
end
L0_1._setup_reward_icon = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = CS
  L1_2 = L1_2.System
  L1_2 = L1_2.Collections
  L1_2 = L1_2.Generic
  L1_2 = L1_2.List
  L2_2 = CS
  L2_2 = L2_2.System
  L2_2 = L2_2.UInt32
  L1_2 = L1_2(L2_2)
  L1_2 = L1_2()
  L3_2 = L1_2
  L2_2 = L1_2.Add
  L4_2 = A0_2._quest_id
  L2_2(L3_2, L4_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.GlobalVars
  L2_2 = L2_2.s_NetworkManager
  L3_2 = L2_2
  L2_2 = L2_2.JCCHEMBPEEE
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L0_1._on_btn_recieve = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L1_2 = L1_2.gameObject
  return L1_2
end
L0_1.get_first_selected_object = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_zoom
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_gamepad_input
  L3_2 = L3_2()
  L1_2(L2_2, L3_2)
end
L0_1._on_in_control_input_switch = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_info
  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.mono_in_control_tip
  L1_2.IsShowTip = true
  L2_2 = A0_2
  L1_2 = A0_2.setup_short_cut_hint_panel
  L3_2 = 35
  L1_2(L2_2, L3_2)
end
L0_1._on_enter_special_zoom = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_key_map_info
  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.mono_in_control_tip
  L1_2.IsShowTip = false
end
L0_1._on_leave_special_zoom = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L3_2 = A0_2
  L2_2 = A0_2.is_can_to_special_zoom
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.is_active_in_hierarchy
    L2_2 = L2_2(L3_2)
    if L2_2 then
      L2_2 = CS
      L2_2 = L2_2.InControl
      L2_2 = L2_2.InputControlType
      L2_2 = L2_2.DPadLeft
      L2_2 = #L2_2
      if A1_2 ~= L2_2 then
        L2_2 = CS
        L2_2 = L2_2.InControl
        L2_2 = L2_2.InputControlType
        L2_2 = L2_2.Action3
        L2_2 = #L2_2
        if A1_2 ~= L2_2 then
          goto lbl_28
        end
      end
      L3_2 = A0_2
      L2_2 = A0_2.get_first_selected_object
      L2_2 = L2_2(L3_2)
      L4_2 = A0_2
      L3_2 = A0_2.set_special_zoom_navigation_target
      L5_2 = L2_2
      L3_2(L4_2, L5_2)
    end
  end
  ::lbl_28::
end
L0_1._on_in_control_click = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L3_2 = A0_2
  L2_2 = A0_2.is_in_special_zoom
  L2_2 = L2_2(L3_2)
  if L2_2 and A1_2 == "Menu_UnchangeLeftStickButton" then
    L2_2 = A0_2._config_id_list
    L2_2 = #L2_2
    if 0 < L2_2 then
      L2_2 = {}
      L3_2 = A0_2._config_id_list
      L2_2.items = L3_2
      L3_2 = G
      L3_2 = L3_2.InventoryUtils
      L3_2 = L3_2.show_item_detail_display_dialog_for_gamepad
      L4_2 = L2_2
      L3_2(L4_2)
    end
  end
end
L0_1._on_in_control_action_click = L1_1
return L0_1
