local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1
L0_1 = require
L1_1 = "Ui.Activity.ActivityPanel.TreasureDungeonActivityPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.RewardItemIconLite"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Common.RewardItemIconLiteBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.BoxingClub.BoxingClubUnlockTaskPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Activity.BoxingClub.BoxingClubUnlockTaskPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TreasureDungeonActivityPanel"
L2_1 = G
L2_1 = L2_1.TabItem
L0_1 = L0_1(L1_1, L2_1)
L1_1 = 1
L2_1 = 700
L3_1 = "TreasureDungeonActivity_GotoID"
L4_1 = "TreasureDungeonActivity_GuideMissionID"
L5_1 = "TreasureDungeonActivity_PreMainMissionIDList"
function L6_1(A0_2, A1_2, A2_2, A3_2)
  A0_2._activity_data = A3_2
  A0_2._is_added = false
end
L0_1.ctor = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._is_custom_loaded
  if L1_2 then
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._bind_btn_callback
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_goto
  L4_2 = A0_2._on_btn_goto
  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_intro
  L4_2 = A0_2._on_btn_intro
  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)
  L1_2 = A0_2._binder
  L1_2 = L1_2.text_tag
  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.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._on_expire_callback
  L5_2 = A0_2
  L6_2 = 2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_list
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_reward_item_changed
  L5_2 = nil
  L6_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.mission_list
  L2_2 = L1_2
  L1_2 = L1_2.SafeInitListView
  L3_2 = 0
  L4_2 = A0_2._on_mission_item_changed
  L5_2 = nil
  L6_2 = A0_2
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = G
  L1_2 = L1_2.Utils
  L1_2 = L1_2.create_lua_table_from_cs_array
  L2_2 = A0_2._activity_data
  L2_2 = L2_2.SortedDisplayItemList
  L1_2 = L1_2(L2_2)
  A0_2._reward_items = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_config_ids
  L1_2(L2_2)
  A0_2._is_mission_data_ready = false
  A0_2._is_all_mission_finished = false
  L2_2 = A0_2
  L1_2 = A0_2._init_goto_id
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_mission_datas
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_reddot
  L1_2(L2_2)
  A0_2._is_custom_loaded = true
end
L0_1._custom_on_load = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.ConstValueClientExcelTable
  L1_2 = L1_2.GetData
  L2_2 = L3_1
  L1_2 = L1_2(L2_2)
  L1_2 = L1_2.Value
  L1_2 = L1_2.UintValue
  A0_2._goto_id = L1_2
end
L0_1._init_goto_id = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.ConstValueClientExcelTable
  L1_2 = L1_2.GetData
  L2_2 = L4_1
  L1_2 = L1_2(L2_2)
  L1_2 = L1_2.Value
  L1_2 = L1_2.UintValue
  A0_2._guide_mission_id = L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.ConstValueClientExcelTable
  L1_2 = L1_2.GetData
  L2_2 = L5_1
  L1_2 = L1_2(L2_2)
  L1_2 = L1_2.Value
  L1_2 = L1_2.ArrayValue
  L2_2 = {}
  A0_2._mission_id_list = L2_2
  L2_2 = 0
  L3_2 = L1_2.Length
  L3_2 = L3_2 - 1
  L4_2 = 1
  for L5_2 = L2_2, L3_2, L4_2 do
    L6_2 = A0_2._mission_id_list
    L7_2 = A0_2._mission_id_list
    L7_2 = #L7_2
    L7_2 = L7_2 + 1
    L8_2 = L1_2[L5_2]
    L8_2 = L8_2.UintValue
    L6_2[L7_2] = L8_2
  end
  L2_2 = CS
  L2_2 = L2_2.System
  L2_2 = L2_2.Collections
  L2_2 = L2_2.Generic
  L2_2 = L2_2.List
  L3_2 = CS
  L3_2 = L3_2.System
  L3_2 = L3_2.UInt32
  L2_2 = L2_2(L3_2)
  L3_2 = L1_2.Length
  L2_2 = L2_2(L3_2)
  L3_2 = ipairs
  L4_2 = A0_2._mission_id_list
  L3_2, L4_2, L5_2 = L3_2(L4_2)
  for L6_2, L7_2 in L3_2, L4_2, L5_2 do
    L9_2 = L2_2
    L8_2 = L2_2.Add
    L10_2 = L7_2
    L8_2(L9_2, L10_2)
  end
  L4_2 = L2_2
  L3_2 = L2_2.Add
  L5_2 = A0_2._guide_mission_id
  L3_2(L4_2, L5_2)
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.GlobalVars
  L3_2 = L3_2.s_ModuleManager
  L3_2 = L3_2.MissionModule
  L4_2 = L3_2
  L3_2 = L3_2.MainMissionDataPromised
  L5_2 = L2_2
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2
  L3_2 = L3_2.ThenLuaAction
  function L5_2()
    local L0_3, L1_3
    L0_3 = A0_2.is_destroyed
    if L0_3 then
      return
    end
    A0_2._is_mission_data_ready = true
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._fetch_all_mission_datas
    L0_3(L1_3)
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._setup_reddot
    L0_3(L1_3)
    L0_3 = A0_2._state
    L1_3 = A0_2.SelectState
    L1_3 = L1_3.Selected
    if L0_3 ~= L1_3 then
      return
    end
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._refresh_node
    L0_3(L1_3)
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3._refresh_quest_list
    L0_3(L1_3)
  end
  L3_2(L4_2, L5_2)
end
L0_1._init_mission_datas = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = {}
  A0_2._all_mission_datas = L1_2
  L1_2 = ipairs
  L2_2 = A0_2._mission_id_list
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L6_2 = CS
    L6_2 = L6_2.RPG
    L6_2 = L6_2.Client
    L6_2 = L6_2.GlobalVars
    L6_2 = L6_2.s_ModuleManager
    L6_2 = L6_2.MissionModule
    L7_2 = L6_2
    L6_2 = L6_2.TryGetMainMissionData
    L8_2 = L5_2
    L6_2 = L6_2(L7_2, L8_2)
    L7_2 = A0_2._all_mission_datas
    L8_2 = A0_2._all_mission_datas
    L8_2 = #L8_2
    L8_2 = L8_2 + 1
    L7_2[L8_2] = L6_2
  end
end
L0_1._fetch_all_mission_datas = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  A0_2._is_added = true
  L2_2 = A0_2
  L1_2 = A0_2._setup_tab_panel
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_reddot
  L1_2(L2_2)
end
L0_1._on_added = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  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)
  L2_2 = A0_2._is_custom_bind
  if not L2_2 then
    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
  L3_2 = A0_2
  L2_2 = A0_2._custom_on_load
  L2_2(L3_2)
  L3_2 = A0_2
  L2_2 = A0_2._refresh
  L2_2(L3_2)
end
L0_1._on_select = L6_1
function L6_1(A0_2)
  local L1_2, L2_2
  L2_2 = A0_2
  L1_2 = A0_2._refresh_node
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_quest_list
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._refresh_reward_list
  L1_2(L2_2)
end
L0_1._refresh = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = {}
  A0_2._config_ids = L1_2
  L1_2 = ipairs
  L2_2 = A0_2._reward_items
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    L6_2 = table
    L6_2 = L6_2.insert
    L7_2 = A0_2._config_ids
    L8_2 = L5_2.ItemID
    L6_2(L7_2, L8_2)
  end
end
L0_1._refresh_config_ids = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_btn_group
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = true
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._is_mission_data_ready
  if not L1_2 then
    L1_2 = A0_2._binder
    L1_2 = L1_2.node_mission_list
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = false
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.btn_reward
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = false
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.btn_goto
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = false
    L1_2(L2_2, L3_2)
    L1_2 = A0_2._binder
    L1_2 = L1_2.node_tip
    L2_2 = L1_2
    L1_2 = L1_2.SafeSetActive
    L3_2 = false
    L1_2(L2_2, L3_2)
    return
  end
  L2_2 = A0_2
  L1_2 = A0_2._check_is_all_mission_finished
  L1_2 = L1_2(L2_2)
  A0_2._is_all_mission_finished = L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_mission_list
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_all_mission_finished
  L3_2 = not L3_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.btn_goto
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_all_mission_finished
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_tip
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._is_all_mission_finished
  L3_2 = not L3_2
  L1_2(L2_2, L3_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.GlobalVars
  L1_2 = L1_2.s_ModuleManager
  L1_2 = L1_2.MissionModule
  L2_2 = L1_2
  L1_2 = L1_2.TryGetMainMissionData
  L3_2 = A0_2._guide_mission_id
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.btn_reward
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetActive
  L4_2 = L1_2.IsFinish
  L2_2(L3_2, L4_2)
end
L0_1._refresh_node = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._is_all_mission_finished
  if not L1_2 then
    L1_2 = A0_2._is_mission_data_ready
    if L1_2 then
      goto lbl_8
    end
  end
  do return end
  ::lbl_8::
  L1_2 = A0_2._binder
  L1_2 = L1_2.mission_list
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._mission_id_list
  L3_2 = #L3_2
  L4_2 = false
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.mission_list
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
end
L0_1._refresh_quest_list = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_list
  L2_2 = L1_2
  L1_2 = L1_2.SetListItemCount
  L3_2 = A0_2._reward_items
  L3_2 = #L3_2
  L4_2 = false
  L1_2(L2_2, L3_2, L4_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.reward_list
  L2_2 = L1_2
  L1_2 = L1_2.RefreshAllShownItem
  L1_2(L2_2)
end
L0_1._refresh_reward_list = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_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 = "TreasureDungeonReward"
  L4_2 = nil
  L5_2 = A0_2
  L6_2 = A0_2._binder
  L6_2 = L6_2.node_reward_reddot
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.GlobalVars
  L1_2 = L1_2.s_ModuleManager
  L1_2 = L1_2.MissionModule
  L2_2 = L1_2
  L1_2 = L1_2.TryGetMainMissionData
  L3_2 = A0_2._guide_mission_id
  L1_2 = L1_2(L2_2, L3_2)
  if L1_2 ~= nil then
    L2_2 = L1_2.IsFinish
    if not L2_2 then
      return
    end
  end
  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 = "TreasureDungeonAnyDungeon"
  L5_2 = nil
  L6_2 = A0_2
  L7_2 = A0_2._binder
  L7_2 = L7_2.node_dungeon_reddot
  L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
end
L0_1._refresh_reddot = L6_1
function L6_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.set_icon
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TabIcon
  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.set_title
  L3_2 = A0_2._activity_data
  L3_2 = L3_2.TabName
  L1_2(L2_2, L3_2)
end
L0_1._setup_tab_panel = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_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
L0_1._setup_reddot = L6_1
function L6_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
L0_1._on_expire_callback = L6_1
function L6_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 ~= nil then
    L5_2 = L4_2.is_destroyed
    if not L5_2 then
      goto lbl_21
    end
  end
  L6_2 = A0_2
  L5_2 = A0_2.create_panel
  L7_2 = G
  L7_2 = L7_2.RewardItemIconLite
  L8_2 = G
  L8_2 = L8_2.RewardItemIconLiteBinder
  L5_2 = L5_2(L6_2, L7_2, L8_2)
  L4_2 = L5_2
  L6_2 = L4_2
  L5_2 = L4_2.bind
  L7_2 = L3_2.transform
  L5_2(L6_2, L7_2)
  L3_2.UserObjectData = L4_2
  ::lbl_21::
  L6_2 = L4_2
  L5_2 = L4_2.setup_view
  L7_2 = A0_2._reward_items
  L8_2 = A2_2 + 1
  L7_2 = L7_2[L8_2]
  L7_2 = L7_2.ItemID
  L5_2(L6_2, L7_2)
  L6_2 = L4_2
  L5_2 = L4_2.set_count
  L7_2 = A0_2._reward_items
  L8_2 = A2_2 + 1
  L7_2 = L7_2[L8_2]
  L7_2 = L7_2.Count
  L5_2(L6_2, L7_2)
  L6_2 = L4_2
  L5_2 = L4_2.set_count_display
  L7_2 = A0_2._reward_items
  L8_2 = A2_2 + 1
  L7_2 = L7_2[L8_2]
  L7_2 = L7_2.Count
  L7_2 = 0 < L7_2
  L5_2(L6_2, L7_2)
  return L3_2
end
L0_1._on_reward_item_changed = L6_1
function L6_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
  L4_2 = A1_2
  L3_2 = A1_2.NewListViewItem
  L5_2 = 0
  L3_2 = L3_2(L4_2, L5_2)
  L4_2 = L3_2.UserObjectData
  if L4_2 ~= nil then
    L5_2 = L4_2.is_destroyed
    if not L5_2 then
      goto lbl_21
    end
  end
  L6_2 = A0_2
  L5_2 = A0_2.create_panel
  L7_2 = G
  L7_2 = L7_2.BoxingClubUnlockTaskPanel
  L8_2 = G
  L8_2 = L8_2.BoxingClubUnlockTaskPanelBinder
  L5_2 = L5_2(L6_2, L7_2, L8_2)
  L4_2 = L5_2
  L6_2 = L4_2
  L5_2 = L4_2.bind
  L7_2 = L3_2.transform
  L5_2(L6_2, L7_2)
  L3_2.UserObjectData = L4_2
  ::lbl_21::
  L5_2 = A0_2._all_mission_datas
  L6_2 = A2_2 + 1
  L5_2 = L5_2[L6_2]
  L7_2 = L4_2
  L6_2 = L4_2.setup_view
  L8_2 = L5_2
  L6_2(L7_2, L8_2)
  L7_2 = L4_2
  L6_2 = L4_2.register_callback
  L8_2 = A0_2._on_mission_click
  L9_2 = A0_2
  L10_2 = L5_2
  L6_2(L7_2, L8_2, L9_2, L10_2)
  L7_2 = L4_2
  L6_2 = L4_2.register_select_callback
  L8_2 = A0_2._on_mission_select
  L9_2 = A0_2
  L10_2 = L5_2
  L6_2(L7_2, L8_2, L9_2, L10_2)
  return L3_2
end
L0_1._on_mission_item_changed = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = ipairs
  L2_2 = A0_2._all_mission_datas
  L1_2, L2_2, L3_2 = L1_2(L2_2)
  for L4_2, L5_2 in L1_2, L2_2, L3_2 do
    if L5_2 ~= nil then
      L6_2 = L5_2.IsFinish
      if L6_2 then
        goto lbl_12
      end
    end
    L6_2 = false
    do return L6_2 end
    ::lbl_12::
  end
  L1_2 = true
  return L1_2
end
L0_1._check_is_all_mission_finished = L6_1
function L6_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2, L6_2
  L2_2 = A1_2.IsStart
  if not L2_2 then
    L2_2 = G
    L2_2 = L2_2.Utils
    L2_2 = L2_2.index_of_item
    L3_2 = A0_2._all_mission_datas
    L4_2 = A1_2
    L2_2 = L2_2(L3_2, L4_2)
    if L2_2 == 1 then
      L3_2 = G
      L3_2 = L3_2.new
      L4_2 = "Ui.Mission.MissionPage"
      L3_2 = L3_2(L4_2)
      L5_2 = L3_2
      L4_2 = L3_2.register_command_in_setup_view
      function L6_2()
        local L0_3, L1_3, L2_3, L3_3
        L0_3 = G
        L0_3 = L0_3.UIManager
        L0_3 = L0_3.load_and_show
        L1_3 = "Ui.Common.Toast.PileToastCenterDialog"
        L2_3 = G
        L2_3 = L2_3.TextmapStatic
        L2_3 = L2_3.GetText
        L3_3 = "UIText_ActivityCommon_Panel_MainMissionTrackTip"
        L2_3, L3_3 = L2_3(L3_3)
        L0_3(L1_3, L2_3, L3_3)
      end
      L4_2(L5_2, L6_2)
      L5_2 = L3_2
      L4_2 = L3_2.init
      L6_2 = CS
      L6_2 = L6_2.RPG
      L6_2 = L6_2.GameCore
      L6_2 = L6_2.MainMissionType
      L6_2 = L6_2.Main
      L6_2 = #L6_2
      L4_2(L5_2, L6_2)
      L5_2 = L3_2
      L4_2 = L3_2.show
      L4_2(L5_2)
    else
      L3_2 = G
      L3_2 = L3_2.TextmapStatic
      L3_2 = L3_2.GetText
      L4_2 = "UIText_TreasureDungeon_Activity_PreMission"
      L5_2 = A0_2._all_mission_datas
      L6_2 = L2_2 - 1
      L5_2 = L5_2[L6_2]
      L5_2 = L5_2.NameStr
      L3_2 = L3_2(L4_2, L5_2)
      L4_2 = G
      L4_2 = L4_2.NotifyManager
      L4_2 = L4_2.notify
      L5_2 = G
      L5_2 = L5_2.CS
      L5_2 = L5_2.NotifyType
      L5_2 = L5_2.UIPileToastMessageString
      L6_2 = L3_2
      L4_2(L5_2, L6_2)
    end
    return
  end
  L2_2 = G
  L2_2 = L2_2.GotoManager
  L2_2 = L2_2.Goto
  L3_2 = L2_1
  L4_2 = {}
  L5_2 = CS
  L5_2 = L5_2.RPG
  L5_2 = L5_2.GameCore
  L5_2 = L5_2.MainMissionType
  L5_2 = L5_2.None
  L5_2 = #L5_2
  L6_2 = A1_2.ID
  L4_2[1] = L5_2
  L4_2[2] = L6_2
  L2_2(L3_2, L4_2)
end
L0_1._on_mission_click = L6_1
function L6_1(A0_2)
  local L1_2
end
L0_1._on_mission_select = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.GlobalVars
  L1_2 = L1_2.s_ModuleManager
  L1_2 = L1_2.MissionModule
  L2_2 = L1_2
  L1_2 = L1_2.TryGetMainMissionData
  L3_2 = A0_2._guide_mission_id
  L1_2 = L1_2(L2_2, L3_2)
  L2_2 = L1_2.IsFinish
  if L2_2 then
    L2_2 = G
    L2_2 = L2_2.GotoManager
    L2_2 = L2_2.Goto
    L3_2 = A0_2._goto_id
    L2_2(L3_2)
  else
    L2_2 = G
    L2_2 = L2_2.GotoManager
    L2_2 = L2_2.Goto
    L3_2 = L2_1
    L4_2 = {}
    L5_2 = CS
    L5_2 = L5_2.RPG
    L5_2 = L5_2.GameCore
    L5_2 = L5_2.MainMissionType
    L5_2 = L5_2.None
    L5_2 = #L5_2
    L6_2 = A0_2._guide_mission_id
    L4_2[1] = L5_2
    L4_2[2] = L6_2
    L2_2(L3_2, L4_2)
  end
end
L0_1._on_btn_goto = L6_1
function L6_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
L0_1._on_btn_intro = L6_1
function L6_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.TreasureDungeon.TreasureDungeonRewardPage"
  L1_2(L2_2)
end
L0_1._on_btn_reward = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._config_ids
  if L1_2 ~= nil then
    L1_2 = A0_2._config_ids
    L1_2 = #L1_2
    if 0 < L1_2 then
      L1_2 = {}
      L2_2 = A0_2._config_ids
      L1_2.items = L2_2
      L2_2 = G
      L2_2 = L2_2.InventoryUtils
      L2_2 = L2_2.show_item_detail_display_dialog_for_gamepad
      L3_2 = L1_2
      L2_2(L3_2)
    end
  end
end
L0_1.on_left_stick_button_click = L6_1
function L6_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 not L2_2 then
    return
  end
  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_first_selected_object
    L4_2, L5_2, L6_2 = L4_2(L5_2)
    L2_2(L3_2, L4_2, L5_2, L6_2)
    L3_2 = A0_2
    L2_2 = A0_2.setup_short_cut_hint_panel
    L4_2 = {}
    L5_2 = "ActionGroup_Return"
    L4_2[1] = L5_2
    L2_2(L3_2, L4_2)
  else
    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
      L4_2 = {}
      L5_2 = "Menu_Confirm"
      L6_2 = "ActionGroup_Return"
      L4_2[1] = L5_2
      L4_2[2] = L6_2
      L2_2(L3_2, L4_2)
    end
  end
end
L0_1._on_enter_zoom = L6_1
function L6_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._is_mission_data_ready
    if L2_2 then
      L2_2 = A0_2._is_all_mission_finished
      if not L2_2 then
        L2_2 = true
        return L2_2
      end
    end
  end
  L2_2 = false
  return L2_2
end
L0_1._is_can_to_zoom = L6_1
function L6_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.mission_list
  L2_2 = L1_2
  L1_2 = L1_2.GetShownItemByItemIndex
  L3_2 = 0
  L1_2 = L1_2(L2_2, L3_2)
  if L1_2 ~= nil then
    L2_2 = L1_2.UserObjectData
    L2_2 = L2_2._binder
    L2_2 = L2_2.btn_root
    L2_2 = L2_2.gameObject
    return L2_2
  end
  L2_2 = nil
  return L2_2
end
L0_1.get_first_selected_object = L6_1
return L0_1
