local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.TabItemBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Shop.RarityStarInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Shop.RarityStarInfoPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattleAvatarLightConeTabItemBinder"
L2_1 = G
L2_1 = L2_1.TabItemBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1()
  local L0_2, L1_2
  L0_2 = "UI/Battle/ViewMode/LightConeDetailPanel.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, L5_2, L6_2, L7_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 = "InfoPanel/NamePanel/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 = "InfoPanel/NamePanel/NumPanel/CurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_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 = "InfoPanel/NamePanel/NumPanel/TopNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_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.Image
  L4_2 = "InfoPanel/ImgLightCone/LightConeContainer/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_light_cone = 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 = "InfoPanel/ProfessionPanel/ProfessionalNotMatch/IconProfessional"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_profession_unmatch = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "InfoPanel/ProfessionPanel/ProfessionalMatchHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_match = 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 = "InfoPanel/ProfessionPanel/ProfessionalMatchHint/ActiveEffect/IconProfessional"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_profession_match = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "InfoPanel/ProfessionPanel/ProfessionalNotMatch"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_unmatch = 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 = "SkillDescPanel/ScrollView/Viewport/Content/LightConeSkillBasicInfo/SkillNamePanel/SkillName"
  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 = "SkillDescPanel/ScrollView/Viewport/Content/DescDetailPanel/Desc"
  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 = "SkillDescPanel/ScrollView/Viewport/Content/LightConeSkillBasicInfo/PhasePanel/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_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Text
  L4_2 = "SkillDescPanel/ScrollView/Viewport/Content/DescDetailPanel/DescStory"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_story = 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 = "SkillDescPanel/ScrollView/Viewport/Content/LightConeSkillBasicInfo/PhasePanel/Tips/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_rank = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.NodeListView
  L4_2 = G
  L4_2 = L4_2.NodeListViewBinder
  L5_2 = "InfoPanel/StatusPanel/PropertyList"
  L6_2 = "Ui.Battle.AvatarDialogPropertyRow"
  L7_2 = "Ui.Battle.AvatarDialogPropertyRowBinder"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
  A0_2.property_list = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "EmptyStatusTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_empty_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "InfoPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_title_info = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "SkillDescPanel/ScrollView"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_skill = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.NodeListView
  L4_2 = G
  L4_2 = L4_2.NodeListViewBinder
  L5_2 = "InfoPanel/StatusPanel/PromotionPanel"
  L6_2 = G
  L6_2 = L6_2.RarityStarInfoPanel
  L7_2 = G
  L7_2 = L7_2.RarityStarInfoPanelBinder
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
  A0_2.star_list_panel = 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_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.LocalizedText
  L4_2 = "TextPanel/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_title = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "LeftBorder"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_left_round = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "LeftNormal"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_left_normal = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "RightBorder"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_right_round = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "RightNormal"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_right_normal = L1_2
end
L0_1._on_tab_btn_bind = L1_1
return L0_1
