local L0_1, L1_1, L2_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 = G
L0_1 = L0_1.Class
L1_1 = "AetherDivideSkinPageQuestPanelListItem"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
L1_1 = CS
L1_1 = L1_1.RPG
L1_1 = L1_1.Client
L1_1 = L1_1.GlobalVars
L1_1 = L1_1.s_ModuleManager
L1_1 = L1_1.QuestModule
function L2_1(A0_2)
  local L1_2
end
L0_1._on_load = L2_1
function L2_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.QuestDataExcelTable
  L3_2 = L3_2.GetData
  L4_2 = A1_2
  L3_2 = L3_2(L4_2)
  A0_2._quest_row = L3_2
  L3_2 = L1_1
  L4_2 = L3_2
  L3_2 = L3_2.TryGetQuestData
  L5_2 = A1_2
  L3_2 = L3_2(L4_2, L5_2)
  A0_2._quest_data = L3_2
  A0_2._activity_data = A2_2
  L4_2 = A0_2
  L3_2 = A0_2._setup_info
  L3_2(L4_2)
  L4_2 = A0_2
  L3_2 = A0_2._display_status_node
  L3_2(L4_2)
end
L0_1.setup_view = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.FinishWayExcelTable
  L1_2 = L1_2.GetData
  L2_2 = A0_2._quest_row
  L2_2 = L2_2.FinishWayID
  L1_2 = L1_2(L2_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.txt_quest_name
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = A0_2._quest_row
  L4_2 = L4_2.QuestTitle
  L5_2 = L1_2.ParamInt1
  L6_2 = L1_2.ParamInt2
  L7_2 = L1_2.ParamInt3
  L8_2 = L1_2.Progress
  L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
end
L0_1._setup_info = L2_1
function L2_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_item_table
  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 = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_status_in_progress
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.KBBBFCIHJPC
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_status_complete
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.CMOFEAFMGAK
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_complete_bg
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = A0_2._quest_data
  L3_2 = L3_2.Status
  L4_2 = CS
  L4_2 = L4_2.LEOGBBOPKKO
  L4_2 = L4_2.CMOFEAFMGAK
  L3_2 = L3_2 == L4_2
  L1_2(L2_2, L3_2)
end
L0_1._display_status_node = L2_1
return L0_1
