local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.ActivityQuestTimeLimitTabPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Logic.LogicUtils.RewardUtils"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.ActivityConditionPanel"
L0_1(L1_1)
L0_1 = CS
L0_1 = L0_1.RPG
L0_1 = L0_1.Client
L0_1 = L0_1.GlobalVars
L0_1 = L0_1.s_ModuleManager
L0_1 = L0_1.MissionModule
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.ActivityStateEnum
L2_1 = CS
L2_1 = L2_1.RPG
L2_1 = L2_1.Client
L2_1 = L2_1.ActivityModule
L2_1 = L2_1.ActivityType
L2_1 = L2_1.QuestTimeLimit
L3_1 = G
L3_1 = L3_1.Class
L4_1 = "ActivityQuestTimeLimitTabPanel"
L5_1 = G
L5_1 = L5_1.TabItem
L3_1 = L3_1(L4_1, L5_1)
function L4_1(A0_2, A1_2, A2_2, A3_2)
  A0_2._activity_data = A3_2
  A0_2._is_custom_bind = false
end
L3_1.ctor = L4_1
function L4_1(A0_2, A1_2)
  local L2_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone2
  if A1_2 == L2_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.node_condition_panel
    L2_2 = L2_2.gameObject
    L2_2 = L2_2.activeInHierarchy
    return L2_2
  end
end
L3_1._is_can_to_zoom = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  L3_2 = A0_2
  L2_2 = A0_2.is_current_tab_item
  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
      goto lbl_10
    end
  end
  do return end
  ::lbl_10::
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  if A1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2.setup_short_cut_hint_panel
    L5_2 = A0_2
    L4_2 = A0_2._is_can_to_zoom
    L6_2 = NavigationZoneType
    L6_2 = L6_2.Zone2
    L4_2 = L4_2(L5_2, L6_2)
    if L4_2 then
      L4_2 = 31
      if L4_2 then
        goto lbl_25
      end
    end
    L4_2 = 1
    ::lbl_25::
    L2_2(L3_2, L4_2)
  else
    L2_2 = NavigationZoneType
    L2_2 = L2_2.Zone2
    if A1_2 == L2_2 then
      L3_2 = A0_2
      L2_2 = A0_2.set_navigation_target
      L5_2 = A0_2
      L4_2 = A0_2.get_navigation_target
      L4_2, L5_2, L6_2 = L4_2(L5_2)
      L2_2(L3_2, L4_2, L5_2, L6_2)
    end
  end
end
L3_1._on_enter_zoom = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._activity_data
  L1_2 = L1_2.IsPreGuideComplete
  if L1_2 then
    L1_2 = nil
    return L1_2
  else
    L1_2 = A0_2._condition_panel
    L2_2 = L1_2
    L1_2 = L1_2.get_first_selected_object
    return L1_2(L2_2)
  end
end
L3_1.get_first_selected_object = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_tab_panel
  L1_2(L2_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind_reddot
  L3_2 = "ActivityQuest"
  L4_2 = A0_2._activity_data
  L4_2 = L4_2.PanelID
  L1_2(L2_2, L3_2, L4_2)
end
L3_1._on_added = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._is_custom_bind
  if not L1_2 then
    L1_2 = A0_2._owner
    L2_2 = L1_2
    L1_2 = L1_2._get_panel_prefab_path_by_activity_data
    L3_2 = A0_2._activity_data
    L1_2 = L1_2(L2_2, L3_2)
    L3_2 = A0_2
    L2_2 = A0_2.bind
    L4_2 = L1_2
    L2_2(L3_2, L4_2)
  end
  A0_2._is_custom_bind = true
  L2_2 = A0_2
  L1_2 = A0_2._custom_on_load
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_text
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_remain_time
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_reward
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2.setup_short_cut_hint_panel
  L4_2 = A0_2
  L3_2 = A0_2._is_can_to_zoom
  L5_2 = NavigationZoneType
  L5_2 = L5_2.Zone2
  L3_2 = L3_2(L4_2, L5_2)
  if L3_2 then
    L3_2 = 31
    if L3_2 then
      goto lbl_31
    end
  end
  L3_2 = 1
  ::lbl_31::
  L1_2(L2_2, L3_2)
end
L3_1._on_select = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_go
  L4_2 = A0_2._on_btn_go
  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_explain
  L4_2 = A0_2._on_btn_explain
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._activity_data
  L1_2 = L1_2.StateData
  L1_2 = L1_2.ConditionConfig
  L3_2 = A0_2
  L2_2 = A0_2._create_lua_table_from_condition_param
  L4_2 = L1_2.PreConditions
  L2_2 = L2_2(L3_2, L4_2)
  A0_2._pre_mission_list = L2_2
  L3_2 = A0_2
  L2_2 = A0_2.create_panel
  L4_2 = G
  L4_2 = L4_2.ActivityConditionPanel
  L5_2 = G
  L5_2 = L5_2.ActivityConditionPanelBinder
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  A0_2._condition_panel = L2_2
  L2_2 = A0_2._condition_panel
  L3_2 = L2_2
  L2_2 = L2_2.bind
  L4_2 = A0_2._binder
  L4_2 = L4_2.node_condition_panel
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._condition_panel
  L3_2 = L2_2
  L2_2 = L2_2.setup_view
  L4_2 = A0_2._pre_mission_list
  L2_2(L3_2, L4_2)
  L3_2 = A0_2
  L2_2 = A0_2._check_pre_mission
  L2_2(L3_2)
  L2_2 = G
  L2_2 = L2_2.RedDotModule
  L2_2 = L2_2.Instance
  L3_2 = L2_2
  L2_2 = L2_2.bind_reddot
  L4_2 = "ActivityQuest"
  L5_2 = A0_2._activity_data
  L5_2 = L5_2.PanelID
  L6_2 = A0_2
  L7_2 = A0_2._binder
  L7_2 = L7_2.node_btn_go_reddot
  L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
end
L3_1._custom_on_load = L4_1
function L4_1(A0_2)
  local L1_2
end
L3_1._on_dispose = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_every_day_go_to_reddot
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.UIManager
  L1_2 = L1_2.load_and_async_show
  L2_2 = "Ui.Activity.ActivityQuestTimeLimit.ActivityQuestTimeLimitPage"
  L1_2(L2_2)
end
L3_1._on_btn_go = L4_1
function L4_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.Prefs
  L1_2 = L1_2.User
  L1_2 = L1_2.ActivityGoToTimeStamp
  L2_2 = L2_1
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.TimeManager
  L3_2 = L3_2.Instance
  L3_2 = L3_2.NowTimeStamp
  L1_2[L2_2] = L3_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.ActivityForceRefreshRedDot
  L1_2(L2_2)
end
L3_1._refresh_every_day_go_to_reddot = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.show_introduce
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.TagDesc
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.IntroDesc
  L1_2(L2_2, L3_2)
end
L3_1._on_btn_explain = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.NotifyManager
  L1_2 = L1_2.notify
  L2_2 = G
  L2_2 = L2_2.CS
  L2_2 = L2_2.NotifyType
  L2_2 = L2_2.ActivityRefreshAll
  L1_2(L2_2)
end
L3_1._expire_call_back = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.tab_btn_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
end
L3_1._setup_tab_panel = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_reward
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._activity_data
  L1_2(L2_2, L3_2)
end
L3_1._setup_reward = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.remain_timer
  L2_2 = L1_2
  L1_2 = L1_2.SetTargetTime
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.EndTimeDate
  L4_2 = A0_2._expire_call_back
  L5_2 = A0_2
  L6_2 = 2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
end
L3_1._setup_remain_time = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TitleName
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_tips
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TagDesc
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_desc
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.PanelDesc
  L1_2(L2_2, L3_2)
end
L3_1._setup_text = L4_1
function L4_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._condition_panel
  L2_2 = L1_2
  L1_2 = L1_2.set_active
  L3_2 = A0_2._is_unlock
  L3_2 = not L3_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_go
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_unlock
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_desc
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_unlock
  L1_2(L2_2, L3_2)
end
L3_1._setup_state = L4_1
function L4_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._activity_data
  L1_2 = L1_2.IsPreMissionComplete
  A0_2._is_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._setup_state
  L1_2(L2_2)
end
L3_1._check_pre_mission = L4_1
function L4_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
  L2_2 = {}
  L3_2 = 0
  L4_2 = A1_2.Length
  L4_2 = L4_2 - 1
  L5_2 = 1
  for L6_2 = L3_2, L4_2, L5_2 do
    L7_2 = A1_2[L6_2]
    L8_2 = L7_2.Type
    L9_2 = CS
    L9_2 = L9_2.RPG
    L9_2 = L9_2.GameCore
    L9_2 = L9_2.ConditionType
    L9_2 = L9_2.FinishMainMission
    if L8_2 == L9_2 then
      L8_2 = table
      L8_2 = L8_2.insert
      L9_2 = L2_2
      L10_2 = tonumber
      L11_2 = L7_2.Param
      L10_2, L11_2 = L10_2(L11_2)
      L8_2(L9_2, L10_2, L11_2)
    end
  end
  return L2_2
end
L3_1._create_lua_table_from_condition_param = L4_1
return L3_1
