local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Rogue.Buff.RogueBuffGetDialogBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Rogue.RogueUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "RogueBuffGetDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.RogueBuffGetDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._pause_game = true
  L1_2 = {}
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  L1_2[1] = L2_2
  A0_2.listen_zooms = L1_2
  L1_2 = G
  L1_2 = L1_2.RogueUtils
  L1_2 = L1_2.add_mission_performance_lock
  L2_2 = A0_2
  L1_2(L2_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.UIWillClearUIStack
  L4_2 = L0_1._on_enter_battle
  L1_2(L2_2, L3_2, L4_2)
end
L0_1.ctor = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = L0_1.super
  L1_2 = L1_2._execute_exit_callback
  L2_2 = A0_2
  L1_2(L2_2)
  L1_2 = G
  L1_2 = L1_2.RogueUtils
  L1_2 = L1_2.remove_mission_performance_lock
  L2_2 = A0_2
  L1_2(L2_2)
end
L0_1._execute_exit_callback = L1_1
function L1_1(A0_2, A1_2)
  A0_2._rogue_buff_data = A1_2
  A0_2._show_title = true
  A0_2._title_text_id = "UIText_Rogue_Buff_Title_New_Get"
  A0_2._title_text_color = "#F2D79D"
end
L0_1.init = L1_1
function L1_1(A0_2, A1_2, A2_2, A3_2)
  A0_2._show_title = A1_2
  A0_2._title_text_id = A2_2
  if A3_2 == true then
    A0_2._title_text_color = "#FFFFFF"
  end
end
L0_1.setup_title = 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_bg
  L4_2 = A0_2._on_btn_close
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_title
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._show_title
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_title_effect
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._show_title
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._show_title
  if L1_2 == true then
    L1_2 = A0_2._binder
    L1_2 = L1_2.text_title
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetTextID
    L3_2 = A0_2._title_text_id
    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.SafeSetTextColor
    L3_2 = A0_2._title_text_color
    L1_2(L2_2, L3_2)
  end
end
L0_1._on_load = 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.panel_buff
  L2_2 = L1_2
  L1_2 = L1_2.setup_origin_view
  L3_2 = A0_2._rogue_buff_data
  L4_2 = true
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_buff
  L2_2 = L1_2
  L1_2 = L1_2.set_selected
  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)
  L1_2 = A0_2._binder
  L1_2 = L1_2.panel_buff
  L2_2 = L1_2
  L1_2 = L1_2.set_in_control_move_enabled
  L3_2 = true
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_ui_navigation
  L1_2(L2_2)
end
L0_1._setup_view = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L0_1._on_btn_close = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2._on_enter_zoom
  L3_2 = NavigationZoneType
  L3_2 = L3_2.Zone1
  L1_2(L2_2, L3_2)
end
L0_1._init_ui_navigation = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._binder
  if L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.panel_buff
    if L1_2 then
      L1_2 = A0_2._binder
      L1_2 = L1_2.panel_buff
      L2_2 = L1_2
      L1_2 = L1_2.get_first_selected_object
      return L1_2(L2_2)
    end
  end
end
L0_1.get_first_selected_object = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  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 = L4_2(L5_2)
    L2_2(L3_2, L4_2, L5_2)
  end
end
L0_1._on_enter_zoom = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = G
  L2_2 = L2_2.Utils
  L2_2 = L2_2.is_gamepad_input
  L2_2 = L2_2()
  if not L2_2 then
    L2_2 = A0_2._binder
    L2_2 = L2_2.panel_buff
    L3_2 = L2_2
    L2_2 = L2_2.set_selected
    L4_2 = false
    L2_2(L3_2, L4_2)
  end
end
L0_1._on_in_control_input_switch = L1_1
function L1_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.silent_exit
  L1_2(L2_2)
end
L0_1._on_enter_battle = L1_1
return L0_1
