local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.ActivityClockPark.Entrance.GamePlayRaid.ClockParkGamePlayRaidLevelPageBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityClockPark.Entrance.GamePlayRaid.ClockParkStreetEventTabItem"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityClockPark.Entrance.GamePlayRaid.ClockParkRaidTabItem"
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.ActivityClockParkModule
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "ClockParkGamePlayRaidLevelPage"
L3_1 = G
L3_1 = L3_1.UIController
L1_1 = L1_1(L2_1, L3_1)
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Page
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.ClockParkGamePlayRaidLevelPageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.TransitionStyle_AboveAndBelowBlack
  A0_2._transition_style = L1_2
  A0_2._init_tab = 1
  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
end
L1_1.ctor = L2_1
function L2_1(A0_2, A1_2)
  local L2_2, L3_2
  L2_2 = type
  L3_2 = A1_2
  L2_2 = L2_2(L3_2)
  if L2_2 ~= "number" then
    L2_2 = tonumber
    L3_2 = A1_2
    L2_2 = L2_2(L3_2)
    A0_2._init_tab = L2_2
  else
    A0_2._init_tab = A1_2
  end
end
L1_1.init = L2_1
function L2_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
L1_1._init_ui_navigation = L2_1
function L2_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
L1_1._on_enter_zoom = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._tab_control
  L1_2 = L1_2.current_select_item
  L2_2 = L1_2
  L1_2 = L1_2.get_first_selected_object
  return L1_2(L2_2)
end
L1_1.get_first_selected_object = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.setup_short_cut_hint_panel
  L3_2 = 31
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_close
  L4_2 = A0_2._on_btn_close
  L1_2(L2_2, L3_2, L4_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_tab_control
  L1_2(L2_2)
end
L1_1._on_load = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._init_ui_navigation
  L1_2(L2_2)
end
L1_1._setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel_without_binder
  L3_2 = G
  L3_2 = L3_2.TabControl
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._tab_control = L1_2
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.set_tab_btns_root
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_tab_root
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_tab_item
  L1_2(L2_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.update_layout
  L1_2(L2_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.set_tab_select_callback
  L3_2 = A0_2
  L4_2 = A0_2._on_tab_select
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.click_item_by_uid
  L3_2 = A0_2._init_tab
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._tab_control
  L2_2 = L1_2
  L1_2 = L1_2.setup_navigation
  L3_2 = NavigationType
  L3_2 = L3_2.Horizontal
  L1_2(L2_2, L3_2)
end
L1_1._init_tab_control = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.ClockParkStreetEventTabItem
  L4_2 = G
  L4_2 = L4_2.ClockParkStreetEventTabItemBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  L3_2 = L1_2
  L2_2 = L1_2.bind
  L4_2 = A0_2._binder
  L4_2 = L4_2.node_street_event
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._tab_control
  L3_2 = L2_2
  L2_2 = L2_2.add_item_created
  L4_2 = L1_2
  L5_2 = A0_2._binder
  L5_2 = L5_2.btn_street_event
  L2_2(L3_2, L4_2, L5_2)
  L3_2 = A0_2
  L2_2 = A0_2.create_panel
  L4_2 = G
  L4_2 = L4_2.ClockParkRaidTabItem
  L5_2 = G
  L5_2 = L5_2.ClockParkRaidTabItemBinder
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  L4_2 = L2_2
  L3_2 = L2_2.bind
  L5_2 = A0_2._binder
  L5_2 = L5_2.node_raid
  L3_2(L4_2, L5_2)
  L3_2 = A0_2._tab_control
  L4_2 = L3_2
  L3_2 = L3_2.add_item_created
  L5_2 = L2_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.btn_raid
  L3_2(L4_2, L5_2, L6_2)
end
L1_1._init_tab_item = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._tab_control
  L1_2 = L1_2.current_select_item
  if L1_2 == nil then
    return
  end
  L1_2 = A0_2._init_tab
  if L1_2 == 1 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.text_title
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetTextID
    L3_2 = "UIText_ClockPark_EventAndRaid_Title"
    L1_2(L2_2, L3_2)
  else
    L1_2 = A0_2._binder
    L1_2 = L1_2.text_title
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetTextID
    L3_2 = "UIText_ClockPark_Entrance_Raid_Name"
    L1_2(L2_2, L3_2)
  end
  L2_2 = A0_2
  L1_2 = A0_2._init_ui_navigation
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2.report_panel_switch
  L1_2(L2_2)
end
L1_1._on_tab_select = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._tab_control
  if L1_2 then
    L1_2 = A0_2._tab_control
    L1_2 = L1_2.current_select_item
    if L1_2 then
      L1_2 = A0_2._tab_control
      L1_2 = L1_2.current_select_item
      L2_2 = CS
      L2_2 = L2_2.RPG
      L2_2 = L2_2.Client
      L2_2 = L2_2.SDKLuaReportAdapter
      L2_2 = L2_2.ReportUIPanelSwitch
      L3_2 = A0_2.__name
      L4_2 = L1_2.__name
      L5_2 = A0_2.guid
      L2_2(L3_2, L4_2, L5_2)
    end
  end
end
L1_1.report_panel_switch = L2_1
function L2_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.exit
  L1_2(L2_2)
end
L1_1._on_btn_close = L2_1
return L1_1
