local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "LightConeMaterialItemIconPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1()
  local L0_2, L1_2
  L0_2 = "UI/CommonKits/Icon/InventoryItemIcon.prefab"
  return L0_2
end
L0_1.get_prefab_path = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Button
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.button = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Icon/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.icon = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Bg/Normal"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rarity_frame = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Bg/Normal/Line"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rairty_line = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Bg/Normal/Chartlet/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rairty_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/NumPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_num_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/LevelPanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_level_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/NumPanel/CurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.current_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/NumPanel/Splash"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.slash = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/NumPanel/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.total_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_status_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/EquipLockMark"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_lock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/GetMark"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_attachment_get = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/Selected"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.selected = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Button
  L4_2 = "Root/MinusBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_minus = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.MonoInControlButton
  L4_2 = "Root/MinusBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.minus_in_control_button = L1_2
end
L0_1._on_bind = L1_1
return L0_1
