local L0_1, L1_1, L2_1, L3_1, L4_1
L0_1 = require
L1_1 = "Ui.Rogue.RogueUtils"
L0_1(L1_1)
L0_1 = 609
L1_1 = 501
L2_1 = G
L2_1 = L2_1.Class
L3_1 = "RogueEntranceSimulatedSysPanel"
L4_1 = G
L4_1 = L4_1.BasePanel
L2_1 = L2_1(L3_1, L4_1)
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_shop
  L4_2 = A0_2._on_btn_shop_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_talent_tree
  L4_2 = A0_2._on_btn_talent_tree_click
  L1_2(L2_2, L3_2, L4_2)
  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.UIRefreshFuncEntrance
  L4_2 = L2_1._on_ui_refresh_func_entrance
  L1_2(L2_2, L3_2, L4_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 = "HasNewShopGoodTab"
  L4_2 = L1_1
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_shop_reddot
  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 = "RogueTalentActive"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_talent_tree_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L2_1._on_load = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.is_active_in_hierarchy
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._refresh_view
  L1_2(L2_2)
end
L2_1._on_return_to_top = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_view
  L1_2(L2_2)
end
L2_1.setup_view = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.GotoManager
  L1_2 = L1_2.Goto
  L2_2 = L0_1
  L1_2(L2_2)
end
L2_1._on_btn_shop_click = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.Rogue.Talent.RogueTalentPage"
  L1_2(L2_2)
end
L2_1._on_btn_talent_tree_click = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.is_active_in_hierarchy
  L1_2 = L1_2(L2_2)
  if not L1_2 then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._refresh_view
  L1_2(L2_2)
end
L2_1._on_ui_refresh_func_entrance = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_btn_talent_tree
  L1_2(L2_2)
end
L2_1._refresh_view = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.RogueUtils
  L1_2 = L1_2.is_rogue_talent_unlock
  L1_2 = L1_2()
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_talent_tree
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
end
L2_1._refresh_btn_talent_tree = L3_1
return L2_1
