local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Ui.Map.SwitchAreaPageBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Map.RaidMap.RaidRegionalDetailPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.StoryLine.StoryLineUtils"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "RaidSwitchAreaPage"
L2_1 = G
L2_1 = L2_1.UIController
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.RaidModule
L2_1 = CS
L2_1 = L2_1.RPG
L2_1 = L2_1.Client
L2_1 = L2_1.GlobalVars
L2_1 = L2_1.s_ModuleManager
L2_1 = L2_1.BigMapModule
function L3_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
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.TransitionStyle_AboveAndBelowBlack
  A0_2._transition_style = L1_2
  A0_2._pause_game = true
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.SwitchAreaPageBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.BigMapUtils
  L1_2 = L1_2.GetCurPlayerWorldID
  L1_2 = L1_2()
  A0_2._cur_show_world_id = L1_2
  L1_2 = {}
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone1
  L3_2 = NavigationZoneType
  L3_2 = L3_2.Zone2
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  A0_2.listen_zooms = L1_2
end
L0_1.ctor = L3_1
function L3_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)
  else
    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
      L4_2 = A0_2._raid_regional_detail_panel
      L5_2 = L4_2
      L4_2 = L4_2.get_zoom2_selected_object
      L4_2, L5_2 = L4_2(L5_2)
      L2_2(L3_2, L4_2, L5_2)
    end
  end
end
L0_1._on_enter_zoom = L3_1
function L3_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  L2_2 = NavigationZoneType
  L2_2 = L2_2.Zone2
  if A1_2 == L2_2 then
    L2_2 = A0_2._raid_regional_detail_panel
    L3_2 = L2_2
    L2_2 = L2_2.is_can_to_zoom
    L4_2 = NavigationZoneType
    L4_2 = L4_2.Zone2
    return L2_2(L3_2, L4_2)
  end
end
L0_1._is_can_to_zoom = L3_1
function L3_1(A0_2)
  local L1_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.root
  L1_2 = L1_2.gameObject
  return L1_2
end
L0_1.get_first_selected_object = L3_1
function L3_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 = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2, L6_2, L7_2, L8_2
  L5_2 = A0_2
  L4_2 = A0_2._init_map_entry_info
  L6_2 = A1_2
  L7_2 = A2_2
  L8_2 = A3_2
  L4_2(L5_2, L6_2, L7_2, L8_2)
end
L0_1.init = L3_1
function L3_1(A0_2, A1_2)
end
L0_1.set_story_line_id = L3_1
function L3_1(A0_2, A1_2, A2_2, A3_2)
  local L4_2, L5_2, L6_2, L7_2
  A0_2._mapping_info_id = A2_2
  A0_2._sub_mission_id = A3_2
  L4_2 = A1_2 or L4_2
  if not A1_2 then
    L4_2 = CS
    L4_2 = L4_2.RPG
    L4_2 = L4_2.Client
    L4_2 = L4_2.BigMapUtils
    L4_2 = L4_2.GetCurShowEntranceID
    L4_2 = L4_2()
    if not L4_2 then
      L4_2 = CS
      L4_2 = L4_2.RPG
      L4_2 = L4_2.Client
      L4_2 = L4_2.BigMapUtils
      L4_2 = L4_2.TrainEntranceID
    end
  end
  A0_2._entry_id = L4_2
  L4_2 = A0_2._entry_id
  if L4_2 then
    L4_2 = CS
    L4_2 = L4_2.RPG
    L4_2 = L4_2.Client
    L4_2 = L4_2.BigMapUtils
    L4_2 = L4_2.GetWorldIDByEntranceID
    L5_2 = A0_2._entry_id
    L4_2 = L4_2(L5_2)
  end
  A0_2._cur_show_world_id = L4_2
  L4_2 = A0_2._cur_show_world_id
  L5_2 = CS
  L5_2 = L5_2.RPG
  L5_2 = L5_2.Client
  L5_2 = L5_2.BigMapUtils
  L5_2 = L5_2.TrainWorldID
  if L4_2 == L5_2 then
    L4_2 = CS
    L4_2 = L4_2.RPG
    L4_2 = L4_2.Client
    L4_2 = L4_2.BigMapUtils
    L4_2 = L4_2.GetCurWorldID
    L4_2 = L4_2()
    A0_2._cur_show_world_id = L4_2
  end
  L5_2 = A0_2
  L4_2 = A0_2.get_blackboard
  L4_2 = L4_2(L5_2)
  L5_2 = L4_2
  L4_2 = L4_2.update
  L6_2 = "StoryLineID"
  L7_2 = 0
  L4_2(L5_2, L6_2, L7_2)
end
L0_1._init_map_entry_info = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = A0_2._raid_regional_detail_panel
  L2_2 = L1_2
  L1_2 = L1_2.setup_view
  L3_2 = A0_2._entry_id
  L4_2 = A0_2._cur_show_world_id
  L5_2 = A0_2._mapping_info_id
  L6_2 = A0_2._sub_mission_id
  L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
  L2_2 = A0_2
  L1_2 = A0_2._hide_nodes
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._init_ui_navigation
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._setup_raid_view
  L1_2(L2_2)
end
L0_1._setup_view = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2.create_short_cut_hint_panel
  L3_2 = 116
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.short_cut_hint_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._bind_exit_btn
  L3_2 = A0_2._binder
  L3_2 = L3_2.btn_close
  L1_2(L2_2, L3_2)
  L2_2 = A0_2
  L1_2 = A0_2.create_panel
  L3_2 = G
  L3_2 = L3_2.RaidRegionalDetailPanel
  L4_2 = G
  L4_2 = L4_2.RegionalDetailPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2._raid_regional_detail_panel = L1_2
  L1_2 = A0_2._raid_regional_detail_panel
  L2_2 = L1_2
  L1_2 = L1_2.bind
  L3_2 = A0_2._binder
  L3_2 = L3_2.node_regional_detail
  L1_2(L2_2, L3_2)
end
L0_1._on_load = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.node_map_message
  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_world_map
  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_map_area_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.node_btn_regional_map
  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_res_bar
  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_box_count
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._hide_nodes = L3_1
function L3_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.AdventureStatic
  L2_2 = L1_2
  L1_2 = L1_2.GetCurrentGameModeType
  L1_2 = L1_2(L2_2)
  L2_2 = CS
  L2_2 = L2_2.RPG
  L2_2 = L2_2.GameCore
  L2_2 = L2_2.GameModeType
  L2_2 = L2_2.Raid
  if L1_2 == L2_2 then
    L2_2 = L1_1.CurrentTreasureChallengeSnapShot
    L2_2 = L2_2.CurrentRaidID
    L3_2 = L1_1.CurrentTreasureChallengeSnapShot
    L3_2 = L3_2.CurrentRaidLevel
    L4_2 = CS
    L4_2 = L4_2.RPG
    L4_2 = L4_2.GameCore
    L4_2 = L4_2.RaidConfigExcelTable
    L4_2 = L4_2.GetData
    L5_2 = L2_2
    L6_2 = L3_2
    L4_2 = L4_2(L5_2, L6_2)
    if L4_2 then
      L5_2 = A0_2._binder
      L5_2 = L5_2.text_world_title
      L6_2 = L5_2
      L5_2 = L5_2.SafeSetTextID
      L7_2 = L4_2.RaidName
      L5_2(L6_2, L7_2)
    end
  end
end
L0_1._setup_raid_view = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L1_2 = A0_2._raid_regional_detail_panel
  if L1_2 then
    L1_2 = A0_2._raid_regional_detail_panel
    L2_2 = L1_2
    L1_2 = L1_2.is_can_exit
    L1_2 = L1_2(L2_2)
    if L1_2 then
      L2_2 = A0_2
      L1_2 = A0_2.exit
      L1_2(L2_2)
    end
  end
end
L0_1._in_control_exit_click = L3_1
function L3_1(A0_2)
  local L1_2, L2_2
  L2_1.TempShowMapMonsterData = nil
  L1_2 = L2_1
  L2_2 = L1_2
  L1_2 = L1_2.ClearMapData
  L1_2(L2_2)
end
L0_1._on_dispose = L3_1
return L0_1
