local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "MapSymbolOfferingRewardPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2
  L1_2 = "UI/Map/Widget/OfferingProgressInfo.prefab"
  return L1_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.Text
  L4_2 = "Title/LevelPanel/TextDetail/Num1"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_cur_level = 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 = "Title/LevelPanel/TextDetail/Num2"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_max_level = 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/Cost/NumPanel/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_item_num = 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/NextLevel/NumPanel/TextDetail/Num2"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_need_num = 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/NextLevel/NumPanel/TextDetail/Num1"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_submmited_num = 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 = "CannotOfferingStatus/CannotOfferingStatusTip/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_hint = 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/Cost/Text1"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_item_name = 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/Cost/NumPanel/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_icon = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "CannotOfferingStatus"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_lock = L1_2
end
L0_1._on_bind = L1_1
return L0_1
