local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Activity.ActivityPunkLord.PunkLordRewardBtnsPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "PunkLordRewardBtnsPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2
end
L0_1.ctor = 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_got_focus = 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)
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)
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_in_special_zoom
    L2_2 = L2_2(L3_2)
    if not L2_2 then
      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
        L2_2 = A0_2._binder
        L2_2 = L2_2.btn_list
        L2_2 = L2_2[1]
        L2_2 = L2_2.gameObject
        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
  end
end
L0_1._on_in_control_click = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.setup_navigation
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_list
  L4_2 = NavigationType
  L4_2 = L4_2.Vertical
  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_task
  L4_2 = A0_2._on_btn_task
  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_reward
  L4_2 = A0_2._on_btn_reward
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_reddot
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_task
  function L2_2()
    local 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_task
    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_reward
  function L2_2()
    local 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_reward
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
  end
  L1_2.onSelectTrigger = L2_2
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.save_navigation_target
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_task
  L3_2 = L3_2.gameObject
  L1_2(L2_2, L3_2)
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_show
  L2_2 = "Ui.Activity.ActivityPunkLord.Task.PunkLordTaskPage"
  L1_2(L2_2)
end
L0_1._on_btn_task = L1_1
function L1_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.Activity.ActivityPunkLord.Reward.PunkLordRewardPage"
  L1_2(L2_2)
end
L0_1._on_btn_reward = L1_1
function L1_1(A0_2)
  local 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 = "ActivityPunkLordReward"
  L4_2 = 0
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reward_red_dot
  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 = "ActivityPunkLordQuest"
  L4_2 = 0
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_task_red_dot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L0_1._setup_reddot = L1_1
return L0_1
