local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1, L13_1
L0_1 = require
L1_1 = "Utilities.AvatarUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AvatarEidolonSkillIconPanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
L1_1 = "Ev_sfx_ui_click_characterPage_rank_skillIcon"
L2_1 = {}
L2_1.Normal = 1
L2_1.Detail = 2
L3_1 = {}
L4_1 = {}
L5_1 = L2_1.Normal
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -31
L8_1 = -9
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L5_1 = L2_1.Detail
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = 4
L8_1 = -22
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L3_1[1] = L4_1
L4_1 = {}
L5_1 = L2_1.Normal
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -53
L8_1 = -38
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L5_1 = L2_1.Detail
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -4
L8_1 = 20
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L3_1[2] = L4_1
L4_1 = {}
L5_1 = L2_1.Normal
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = 89
L8_1 = -215
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L5_1 = L2_1.Detail
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -14
L8_1 = -178
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L3_1[3] = L4_1
L4_1 = {}
L5_1 = L2_1.Normal
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -66
L8_1 = -209
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L5_1 = L2_1.Detail
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -30
L8_1 = -222
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L3_1[4] = L4_1
L4_1 = {}
L5_1 = L2_1.Normal
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -146
L8_1 = -203
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L5_1 = L2_1.Detail
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -14
L8_1 = -156
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L3_1[5] = L4_1
L4_1 = {}
L5_1 = L2_1.Normal
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -243
L8_1 = -231
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L5_1 = L2_1.Detail
L6_1 = CS
L6_1 = L6_1.UnityEngine
L6_1 = L6_1.Vector2
L7_1 = -193
L8_1 = -232
L6_1 = L6_1(L7_1, L8_1)
L4_1[L5_1] = L6_1
L3_1[6] = L4_1
L4_1 = {}
L5_1 = {}
L6_1 = L2_1.Normal
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -10
L9_1 = -68
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L6_1 = L2_1.Detail
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = 82
L9_1 = -100
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L4_1[1] = L5_1
L5_1 = {}
L6_1 = L2_1.Normal
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -53
L9_1 = -16
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L6_1 = L2_1.Detail
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = 75
L9_1 = -19
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L4_1[2] = L5_1
L5_1 = {}
L6_1 = L2_1.Normal
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -54
L9_1 = -198
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L6_1 = L2_1.Detail
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -88
L9_1 = -188
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L4_1[3] = L5_1
L5_1 = {}
L6_1 = L2_1.Normal
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -126
L9_1 = -209
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L6_1 = L2_1.Detail
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -60
L9_1 = -222
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L4_1[4] = L5_1
L5_1 = {}
L6_1 = L2_1.Normal
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -94
L9_1 = -191
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L6_1 = L2_1.Detail
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -45
L9_1 = -156
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L4_1[5] = L5_1
L5_1 = {}
L6_1 = L2_1.Normal
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -143
L9_1 = -189
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L6_1 = L2_1.Detail
L7_1 = CS
L7_1 = L7_1.UnityEngine
L7_1 = L7_1.Vector2
L8_1 = -64
L9_1 = -162
L7_1 = L7_1(L8_1, L9_1)
L5_1[L6_1] = L7_1
L4_1[6] = L5_1
L5_1 = {}
L6_1 = {}
L7_1 = L2_1.Normal
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = 48
L10_1 = -29
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L7_1 = L2_1.Detail
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -15
L10_1 = -17
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L5_1[1] = L6_1
L6_1 = {}
L7_1 = L2_1.Normal
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -28
L10_1 = -5
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L7_1 = L2_1.Detail
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -23
L10_1 = 0
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L5_1[2] = L6_1
L6_1 = {}
L7_1 = L2_1.Normal
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = 67
L10_1 = -135
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L7_1 = L2_1.Detail
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -18
L10_1 = -144
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L5_1[3] = L6_1
L6_1 = {}
L7_1 = L2_1.Normal
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -26
L10_1 = -185
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L7_1 = L2_1.Detail
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -66
L10_1 = -214
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L5_1[4] = L6_1
L6_1 = {}
L7_1 = L2_1.Normal
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -97
L10_1 = -147
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L7_1 = L2_1.Detail
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -98
L10_1 = -143
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L5_1[5] = L6_1
L6_1 = {}
L7_1 = L2_1.Normal
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -177
L10_1 = -190
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L7_1 = L2_1.Detail
L8_1 = CS
L8_1 = L8_1.UnityEngine
L8_1 = L8_1.Vector2
L9_1 = -187
L10_1 = -230
L8_1 = L8_1(L9_1, L10_1)
L6_1[L7_1] = L8_1
L5_1[6] = L6_1
L6_1 = {}
L7_1 = {}
L8_1 = L2_1.Normal
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = 62
L11_1 = -37
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L8_1 = L2_1.Detail
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -28
L11_1 = -60
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L6_1[1] = L7_1
L7_1 = {}
L8_1 = L2_1.Normal
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -47
L11_1 = -8
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L8_1 = L2_1.Detail
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = 22
L11_1 = 0
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L6_1[2] = L7_1
L7_1 = {}
L8_1 = L2_1.Normal
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -30
L11_1 = -160
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L8_1 = L2_1.Detail
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -82
L11_1 = -163
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L6_1[3] = L7_1
L7_1 = {}
L8_1 = L2_1.Normal
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -55
L11_1 = -130
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L8_1 = L2_1.Detail
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -62
L11_1 = -197
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L6_1[4] = L7_1
L7_1 = {}
L8_1 = L2_1.Normal
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -95
L11_1 = -120
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L8_1 = L2_1.Detail
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -90
L11_1 = -133
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L6_1[5] = L7_1
L7_1 = {}
L8_1 = L2_1.Normal
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -84
L11_1 = -199
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L8_1 = L2_1.Detail
L9_1 = CS
L9_1 = L9_1.UnityEngine
L9_1 = L9_1.Vector2
L10_1 = -66
L11_1 = -175
L9_1 = L9_1(L10_1, L11_1)
L7_1[L8_1] = L9_1
L6_1[6] = L7_1
L7_1 = {}
L7_1.Locked = 1
L7_1.Activatable = 2
L7_1.Activated = 3
L8_1 = "UnlockSelect"
L9_1 = "UnlockNormalState"
L10_1 = "LockNormalState"
L11_1 = "LockMaskNormalState"
L12_1 = "UnlockRemind_Fadein"
function L13_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2.fetch_ui3d
  L1_2 = L1_2(L2_2)
  A0_2._avatar_ui3d = L1_2
end
L0_1.ctor = L13_1
function L13_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2
  L4_2 = A1_2.RealID
  L5_2 = A0_2._avatar_real_id
  L4_2 = L4_2 ~= L5_2
  A0_2._is_avatar_change = L4_2
  A0_2._avatar_data = A1_2
  L4_2 = A1_2.RealID
  A0_2._avatar_real_id = L4_2
  A0_2._point_row = A2_2
  A0_2._selected_point_row = A3_2
  L5_2 = A0_2
  L4_2 = A0_2._refresh
  L4_2(L5_2)
end
L0_1.setup_view = L13_1
function L13_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.Client
  L2_2 = L2_2.UIUtils
  L2_2 = L2_2.IsMobileUI
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_4_3_aspect
  L3_2 = L3_2()
  L4_2 = A0_2._point_row
  L4_2 = L4_2.Rank
  if A1_2 then
    L5_2 = L2_1.Detail
    if L5_2 then
      goto lbl_18
    end
  end
  L5_2 = L2_1.Normal
  ::lbl_18::
  if L2_2 and L3_2 then
    L6_2 = A0_2._binder
    L6_2 = L6_2.btn_icon
    L6_2 = L6_2.transform
    L7_2 = L4_1[L4_2]
    L7_2 = L7_2[L5_2]
    L6_2.anchoredPosition = L7_2
  elseif L2_2 and not L3_2 then
    L6_2 = A0_2._binder
    L6_2 = L6_2.btn_icon
    L6_2 = L6_2.transform
    L7_2 = L6_1[L4_2]
    L7_2 = L7_2[L5_2]
    L6_2.anchoredPosition = L7_2
  elseif not L2_2 and L3_2 then
    L6_2 = A0_2._binder
    L6_2 = L6_2.btn_icon
    L6_2 = L6_2.transform
    L7_2 = L3_1[L4_2]
    L7_2 = L7_2[L5_2]
    L6_2.anchoredPosition = L7_2
  else
    L6_2 = A0_2._binder
    L6_2 = L6_2.btn_icon
    L6_2 = L6_2.transform
    L7_2 = L5_1[L4_2]
    L7_2 = L7_2[L5_2]
    L6_2.anchoredPosition = L7_2
  end
end
L0_1.setup_adapted_position = L13_1
function L13_1(A0_2, A1_2)
  local L2_2, L3_2
  A0_2._selected_point_row = A1_2
  L3_2 = A0_2
  L2_2 = A0_2._is_selected
  L2_2 = L2_2(L3_2)
  if L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2._refresh
    L2_2(L3_2)
  end
end
L0_1.try_refresh_selected_panel = L13_1
function L13_1(A0_2, A1_2)
  A0_2._select_point_callback = A1_2
end
L0_1.register_click_callback = L13_1
function L13_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_icon
  L4_2 = A0_2.on_btn_root_click
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_icon
  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_icon
    L2_3 = L2_3.gameObject
    L0_3(L1_3, L2_3)
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.on_btn_root_click
    L0_3(L1_3)
  end
  L1_2.onSelectTrigger = L2_2
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.is_mobile_platform
  L1_2 = L1_2()
  if not L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.event_trigger_listener
    function L2_2()
      local L0_3, L1_3, L2_3, L3_3
      L0_3 = A0_2._avatar_ui3d
      L0_3 = L0_3.eidolon_panel
      L1_3 = L0_3
      L0_3 = L0_3.play_hover_anim
      L2_3 = A0_2._point_row
      L2_3 = L2_3.Rank
      L3_3 = true
      L0_3(L1_3, L2_3, L3_3)
    end
    L1_2.OnEnterTrigger = L2_2
    L1_2 = A0_2._binder
    L1_2 = L1_2.event_trigger_listener
    function L2_2()
      local L0_3, L1_3, L2_3, L3_3
      L0_3 = A0_2._avatar_ui3d
      L0_3 = L0_3.eidolon_panel
      L1_3 = L0_3
      L0_3 = L0_3.play_hover_anim
      L2_3 = A0_2._point_row
      L2_3 = L2_3.Rank
      L3_3 = false
      L0_3(L1_3, L2_3, L3_3)
    end
    L1_2.OnExitTrigger = L2_2
  end
end
L0_1._on_load = L13_1
function L13_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_icon
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetTextID
  L3_2 = A0_2._point_row
  L3_2 = L3_2.Name
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_rank
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetText
  L3_2 = A0_2._point_row
  L3_2 = L3_2.Rank
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2._set_icon
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._is_selected
  L1_2 = L1_2(L2_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_icon
  L3_2 = L2_2
  L2_2 = L2_2.SetChecked
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._avatar_ui3d
  L2_2 = L2_2.eidolon_panel
  L3_2 = L2_2
  L2_2 = L2_2.play_select_anim
  L4_2 = A0_2._point_row
  L4_2 = L4_2.Rank
  L5_2 = L1_2
  L2_2(L3_2, L4_2, L5_2)
end
L0_1._refresh = L13_1
function L13_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._get_point_state
  L1_2 = L1_2(L2_2)
  L3_2 = A0_2
  L2_2 = A0_2._play_ui3d_anim
  L4_2 = L1_2
  L2_2(L3_2, L4_2)
  A0_2._icon_state = L1_2
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_locked_icon
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L7_1.Locked
  L4_2 = L1_2 == L4_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_activable_icon
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L7_1.Activatable
  L4_2 = L1_2 == L4_2
  L2_2(L3_2, L4_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.node_activated_icon
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L7_1.Activated
  L4_2 = L1_2 == L4_2
  L2_2(L3_2, L4_2)
  L2_2 = L7_1.Locked
  if L1_2 == L2_2 then
    L3_2 = A0_2
    L2_2 = A0_2._async_load_sprite_to
    L4_2 = A0_2._binder
    L4_2 = L4_2.img_locked_icon
    L5_2 = A0_2._point_row
    L5_2 = L5_2.IconPath
    L2_2(L3_2, L4_2, L5_2)
  else
    L2_2 = L7_1.Activatable
    if L1_2 == L2_2 then
      L3_2 = A0_2
      L2_2 = A0_2._async_load_sprite_to
      L4_2 = A0_2._binder
      L4_2 = L4_2.img_activable_icon
      L5_2 = A0_2._point_row
      L5_2 = L5_2.IconPath
      L2_2(L3_2, L4_2, L5_2)
    else
      L3_2 = A0_2
      L2_2 = A0_2._async_load_sprite_to
      L4_2 = A0_2._binder
      L4_2 = L4_2.img_activated_icon
      L5_2 = A0_2._point_row
      L5_2 = L5_2.IconPath
      L2_2(L3_2, L4_2, L5_2)
    end
  end
end
L0_1._set_icon = L13_1
function L13_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L2_2 = L7_1.Activated
  if A1_2 == L2_2 then
    L2_2 = A0_2._is_avatar_change
    if not L2_2 then
      L2_2 = A0_2._icon_state
      if L2_2 then
        L2_2 = A0_2._icon_state
        L3_2 = L7_1.Activated
        if L2_2 ~= L3_2 then
          L2_2 = A0_2._avatar_ui3d
          L2_2 = L2_2.eidolon_panel
          L3_2 = L2_2
          L2_2 = L2_2.play_lock_anim
          L4_2 = A0_2._point_row
          L4_2 = L4_2.Rank
          L5_2 = L8_1
          L2_2(L3_2, L4_2, L5_2)
      end
    end
    else
      L2_2 = A0_2._avatar_ui3d
      L2_2 = L2_2.eidolon_panel
      L3_2 = L2_2
      L2_2 = L2_2.play_lock_anim
      L4_2 = A0_2._point_row
      L4_2 = L4_2.Rank
      L5_2 = L9_1
      L2_2(L3_2, L4_2, L5_2)
    end
  else
    L2_2 = A0_2._avatar_data
    L2_2 = L2_2.Rank
    L2_2 = L2_2 + 1
    L3_2 = A0_2._point_row
    L3_2 = L3_2.Rank
    if L2_2 == L3_2 then
      L3_2 = A0_2
      L2_2 = A0_2._is_material_enough
      L2_2 = L2_2(L3_2)
      if L2_2 then
        L3_2 = A0_2
        L2_2 = A0_2._is_display_only
        L2_2 = L2_2(L3_2)
        if not L2_2 then
          L2_2 = A0_2._is_avatar_change
          if not L2_2 then
            L2_2 = A0_2._icon_state
            if L2_2 then
              L2_2 = A0_2._icon_state
              L3_2 = L7_1.Activatable
              if L2_2 ~= L3_2 then
                L2_2 = A0_2._avatar_ui3d
                L2_2 = L2_2.eidolon_panel
                L3_2 = L2_2
                L2_2 = L2_2.play_lock_anim
                L4_2 = A0_2._point_row
                L4_2 = L4_2.Rank
                L5_2 = L12_1
                L2_2(L3_2, L4_2, L5_2)
            end
          end
          else
            L2_2 = A0_2._avatar_ui3d
            L2_2 = L2_2.eidolon_panel
            L3_2 = L2_2
            L2_2 = L2_2.play_lock_anim
            L4_2 = A0_2._point_row
            L4_2 = L4_2.Rank
            L5_2 = L11_1
            L2_2(L3_2, L4_2, L5_2)
          end
      end
    end
    else
      L2_2 = A0_2._avatar_ui3d
      L2_2 = L2_2.eidolon_panel
      L3_2 = L2_2
      L2_2 = L2_2.play_lock_anim
      L4_2 = A0_2._point_row
      L4_2 = L4_2.Rank
      L5_2 = L10_1
      L2_2(L3_2, L4_2, L5_2)
    end
  end
end
L0_1._play_ui3d_anim = L13_1
function L13_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._select_point_callback
  if L1_2 ~= nil then
    L1_2 = A0_2._owner
    L1_2 = L1_2.is_eidolon_played_fade_in
    if L1_2 ~= false then
      L1_2 = A0_2._owner
      L1_2 = L1_2.is_eidolon_played_fade_in
      if L1_2 ~= true then
        goto lbl_27
      end
      L2_2 = A0_2
      L1_2 = A0_2._is_selected
      L1_2 = L1_2(L2_2)
      if L1_2 then
        goto lbl_27
      end
    end
    L1_2 = A0_2._select_point_callback
    L2_2 = A0_2._point_row
    L1_2(L2_2)
    L1_2 = CS
    L1_2 = L1_2.RPG
    L1_2 = L1_2.Client
    L1_2 = L1_2.GlobalVars
    L1_2 = L1_2.s_AudioManager
    L2_2 = L1_2
    L1_2 = L1_2.PostEvent
    L3_2 = L1_1
    L1_2(L2_2, L3_2)
  end
  ::lbl_27::
end
L0_1.on_btn_root_click = L13_1
function L13_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._selected_point_row
  if L1_2 then
    L1_2 = A0_2._selected_point_row
    L1_2 = L1_2.RankID
    L2_2 = A0_2._point_row
    L2_2 = L2_2.RankID
  end
  L1_2 = L1_2 == L2_2 or L1_2
  return L1_2
end
L0_1._is_selected = L13_1
function L13_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._point_row
  L1_2 = L1_2.Rank
  L2_2 = A0_2._avatar_data
  L3_2 = L2_2
  L2_2 = L2_2.GetRankAfterExtraAddition
  L2_2 = L2_2(L3_2)
  if L1_2 <= L2_2 then
    L1_2 = L7_1.Activated
    return L1_2
  else
    L1_2 = A0_2._avatar_data
    L1_2 = L1_2.Rank
    L1_2 = L1_2 + 1
    L2_2 = A0_2._point_row
    L2_2 = L2_2.Rank
    if L1_2 == L2_2 then
      L2_2 = A0_2
      L1_2 = A0_2._is_material_enough
      L1_2 = L1_2(L2_2)
      if L1_2 then
        L2_2 = A0_2
        L1_2 = A0_2._is_display_only
        L1_2 = L1_2(L2_2)
        if not L1_2 then
          L1_2 = L7_1.Activatable
          return L1_2
      end
    end
    else
      L1_2 = L7_1.Locked
      return L1_2
    end
  end
end
L0_1._get_point_state = L13_1
function L13_1(A0_2)
  local L1_2, L2_2
  L1_2 = G
  L1_2 = L1_2.AvatarUtils
  L1_2 = L1_2.is_avatar_rankup_cost_enough
  L2_2 = A0_2._point_row
  return L1_2(L2_2)
end
L0_1._is_material_enough = L13_1
function L13_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._display_only
  if L1_2 == nil then
    L2_2 = A0_2
    L1_2 = A0_2.get_blackboard
    L1_2 = L1_2(L2_2)
    L3_2 = L1_2
    L2_2 = L1_2.query
    L4_2 = "IsDisplayOnly"
    L2_2 = L2_2(L3_2, L4_2)
    if not L2_2 then
      L2_2 = false
    end
    A0_2._display_only = L2_2
  end
  L1_2 = A0_2._avatar_data
  L1_2 = L1_2.IsDisplayOnly
  if not L1_2 then
    L1_2 = A0_2._display_only
  end
  return L1_2
end
L0_1._is_display_only = L13_1
function L13_1(A0_2)
  local L1_2
  A0_2._select_point_callback = nil
end
L0_1._on_dispose = L13_1
function L13_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_icon
  L1_2 = L1_2.gameObject
  return L1_2
end
L0_1.get_first_selected_object = L13_1
return L0_1
