local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Maze.PropertyInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.PropertyInfoPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "LightConeInfoPanelBinder"
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.Text
  L4_2 = "Info/Name"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_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.Text
  L4_2 = "Info/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_lv = 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 = "LightConeListScrollView/Viewport/Content/Details"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_cone_desc = 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 = "LightConeListScrollView/Viewport/Content/Skill/SkillRow/Title/Left/Name"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_cone_skill_title_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.Text
  L4_2 = "LightConeListScrollView/Viewport/Content/Skill/SkillRow/Details"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_cone_skill_details = 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 = "LightConeListScrollView/Viewport/Content/Skill/SkillRow/Title/Left/Phase/Level"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_cone_skill_level = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "LightConeListScrollView/Viewport/Content/Skill/SkillRow/Match"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_match = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "LightConeListScrollView/Viewport/Content/Skill/SkillRow/Unmatch"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_unmatch = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.PropertyInfoPanel
  L4_2 = G
  L4_2 = L4_2.PropertyInfoPanelBinder
  L5_2 = "LightConeListScrollView/Viewport/Content/PropertyList"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.property_panel = L1_2
end
L0_1._on_bind = L1_1
return L0_1
