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 = "BattlePassRewardIconPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_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.Text
  L4_2 = "Root/NumPanel/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_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 = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/LockMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_lock = 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.Animation
  L4_2 = "Root"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EffBack"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_available = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EffBack/RewardHint"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_available_effect = 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.PrefabLoadMeta
  L4_2 = "Root/EffBack"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.load_available = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EffPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EffPanel/RewardHint_Once"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_unlock_effect = 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.PrefabLoadMeta
  L4_2 = "Root/EffPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.load_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.RewardItemIconLite
  L4_2 = G
  L4_2 = L4_2.RewardItemIconLiteBinder
  L5_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_item = L1_2
end
L0_1._on_bind = 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_find
  L3_2 = "Root/EffBack/RewardHint"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_available_effect = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EffPanel/RewardHint_Once"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_unlock_effect = L1_2
end
L0_1.refind = L1_1
return L0_1
