local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.RogueDLC.ChessRogue.OutsideReward.ChessRogueRewardInfoRowPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ChessRogueRewardInfoRowPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_get
  L4_2 = A0_2._on_btn_get
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.list_reward
  L2_2 = L1_2
  L1_2 = L1_2.init
  L3_2 = A0_2
  L4_2 = 0
  L5_2 = A0_2._on_reward_item_changed
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.loop_list_view_item
  L2_2 = L1_2
  L1_2 = L1_2.SetSubList
  L3_2 = A0_2._binder
  L3_2 = L3_2.list_reward
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.setup_in_control_button_enable
  L3_2 = false
  L1_2(L2_2, L3_2)
  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.setup_in_control_button_enable
    L2_3 = true
    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)
  end
  L1_2.onSelectTrigger = L2_2
  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.setup_in_control_button_enable
    L2_3 = false
    L0_3(L1_3, L2_3)
  end
  L1_2.onDeselectTrigger = L2_2
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L1_2.onSelectTrigger = nil
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_root
  L1_2.onDeselectTrigger = nil
end
L0_1._on_dispose = L1_1
function L1_1(A0_2, A1_2, A2_2)
  A0_2._click_callback_owner = A1_2
  A0_2._click_callback = A2_2
end
L0_1.register_btn_callback = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L2_2 = A1_2.ID
  A0_2._quest_id = L2_2
  L2_2 = A1_2.DataRow
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.FinishWayExcelTable
  L3_2 = L3_2.GetData
  L4_2 = L2_2.FinishWayID
  L3_2 = L3_2(L4_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.text_desc
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetTextID
  L6_2 = L2_2.QuestTitle
  L7_2 = L3_2.ParamInt1
  L8_2 = L3_2.ParamInt2
  L9_2 = L3_2.ParamInt3
  L10_2 = A1_2.TotalProgress
  L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.text_progress_first
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetText
  L6_2 = tostring
  L7_2 = A1_2.Progress
  L6_2, L7_2, L8_2, L9_2, L10_2 = L6_2(L7_2)
  L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.text_progress_second
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetText
  L6_2 = tostring
  L7_2 = A1_2.TotalProgress
  L6_2, L7_2, L8_2, L9_2, L10_2 = L6_2(L7_2)
  L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
  L4_2 = A1_2.Status
  L6_2 = A0_2
  L5_2 = A0_2._refresh_view
  L7_2 = A1_2.RewardID
  L8_2 = CS
  L8_2 = L8_2.LEOGBBOPKKO
  L8_2 = L8_2.JKFPIINHGPD
  L8_2 = L4_2 == L8_2
  L9_2 = CS
  L9_2 = L9_2.LEOGBBOPKKO
  L9_2 = L9_2.CMOFEAFMGAK
  L9_2 = L4_2 == L9_2
  L5_2(L6_2, L7_2, L8_2, L9_2)
end
L0_1.setup_view_by_quest = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2, L6_2, L7_2
  L5_2 = A0_2
  L4_2 = A0_2._refresh_reward_info
  L6_2 = A1_2
  L7_2 = A3_2
  L4_2(L5_2, L6_2, L7_2)
  L5_2 = A0_2
  L4_2 = A0_2._refresh_btn_state
  L6_2 = A2_2
  L7_2 = A3_2
  L4_2(L5_2, L6_2, L7_2)
  L5_2 = A0_2
  L4_2 = A0_2._refresh_reward_view
  L4_2(L5_2)
end
L0_1._refresh_view = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.RewardExcelTable
  L3_2 = L3_2.GetData
  L4_2 = A1_2
  L3_2 = L3_2(L4_2)
  L4_2 = L3_2.IsSpecial
  A0_2._is_special = L4_2
  A0_2._is_reward_taken = A2_2
  A0_2._reward_id = A1_2
  L4_2 = G
  L4_2 = L4_2.RewardUtils
  L4_2 = L4_2.CreateRewardItemTableSorted
  L5_2 = A0_2._reward_id
  L4_2 = L4_2(L5_2)
  A0_2._reward_data = L4_2
end
L0_1._refresh_reward_info = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_got
  L4_2 = L3_2
  L3_2 = L3_2.SafeSetActive
  L5_2 = A2_2
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_progress_with_count
  L4_2 = L3_2
  L3_2 = L3_2.SafeSetActive
  L5_2 = not A1_2
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_get
  L4_2 = L3_2
  L3_2 = L3_2.SafeSetActive
  L5_2 = A1_2 or L5_2
  if A1_2 then
    L5_2 = not A2_2
  end
  L3_2(L4_2, L5_2)
  if A2_2 then
    L3_2 = A0_2._binder
    L3_2 = L3_2.canvas_group
    L3_2.alpha = 0.7
  else
    L3_2 = A0_2._binder
    L3_2 = L3_2.canvas_group
    L3_2.alpha = 1.0
  end
end
L0_1._refresh_btn_state = 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.list_reward
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._reward_data
  L3_2 = #L3_2
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._refresh_reward_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._click_callback
  if L1_2 then
    L1_2 = A0_2._click_callback_owner
    if L1_2 then
      L1_2 = A0_2._click_callback
      L2_2 = A0_2._click_callback_owner
      L3_2 = A0_2._quest_id
      L1_2(L2_2, L3_2)
    end
  end
end
L0_1._on_btn_get = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 == nil then
    L6_2 = A0_2
    L5_2 = A0_2.create_panel
    L7_2 = G
    L7_2 = L7_2.RewardItemIconLite
    L8_2 = G
    L8_2 = L8_2.RewardItemIconLiteBinder
    L5_2 = L5_2(L6_2, L7_2, L8_2)
    L4_2 = L5_2
    L6_2 = L4_2
    L5_2 = L4_2.bind
    L7_2 = L3_2.transform
    L5_2(L6_2, L7_2)
    L3_2.UserObjectData = L4_2
  end
  L5_2 = A0_2._reward_data
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2.ItemID
  L6_2(L7_2, L8_2)
  L7_2 = L4_2
  L6_2 = L4_2.set_count
  L8_2 = L5_2.Count
  L9_2 = nil
  L10_2 = false
  L6_2(L7_2, L8_2, L9_2, L10_2)
  L7_2 = L4_2
  L6_2 = L4_2.set_attachment_getted
  L8_2 = A0_2._is_reward_taken
  L6_2(L7_2, L8_2)
  L6_2 = L5_2.UID
  if L6_2 ~= nil then
    L6_2 = L5_2.UID
    if L6_2 ~= 0 then
      L7_2 = L4_2
      L6_2 = L4_2.set_count_display
      L8_2 = false
      L6_2(L7_2, L8_2)
    end
  end
  return L3_2
end
L0_1._on_reward_item_changed = L1_1
function L1_1(A0_2, A1_2)
  local L2_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_btn_get
  L2_2.ActionEnabled = A1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.mono_tip_get
  L2_2.IsShowTip = A1_2
end
L0_1.setup_in_control_button_enable = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.GlobalVars
  L2_2 = L2_2.s_ModuleManager
  L2_2 = L2_2.TutorialSupportModule
  L3_2 = L2_2
  L2_2 = L2_2.HasTutorialBlockMask
  L2_2 = L2_2(L3_2)
  if L2_2 then
    return
  end
  L2_2 = CS
  L2_2 = L2_2.InControl
  L2_2 = L2_2.InputControlType
  L2_2 = L2_2.LeftStickButton
  L2_2 = #L2_2
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2._on_left_stick_button_click
    L2_2(L3_2)
  end
end
L0_1._on_in_control_click = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = A0_2._reward_data
  L1_2 = #L1_2
  if 0 < L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.btn_root
    L1_2 = L1_2.IsSelectedByController
    if L1_2 then
      L1_2 = {}
      L2_2 = 1
      L3_2 = A0_2._reward_data
      L3_2 = #L3_2
      L4_2 = 1
      for L5_2 = L2_2, L3_2, L4_2 do
        L6_2 = table
        L6_2 = L6_2.insert
        L7_2 = L1_2
        L8_2 = A0_2._reward_data
        L8_2 = L8_2[L5_2]
        L8_2 = L8_2.ItemID
        L6_2(L7_2, L8_2)
      end
      L2_2 = {}
      L2_2.items = L1_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_left_stick_button_click = L1_1
return L0_1
