local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "PunkLordMonsterIconPanelBinder"
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/Quest/AntiVirus/Widget/RemoteBossPixelIcon.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.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/MonsterHead/HeadIcon/Normal"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_monster = 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/StatePanel/Normal/TextPanel/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_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.SmoothMask
  L4_2 = "Root/StatePanel/Normal/BoxHpBar/ProgressBar/Bar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.hp_progress_bar = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatePanel/Normal/BoxHpBar"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_hp = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatePanel/Normal/BoxStateIcon/Hit"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_self_attacked = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatePanel/Normal/BoxStateIcon/Time"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_no_time = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StateIcon/Mine"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_state_mine = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StateIcon/Friend"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_state_friend = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BoxStars/Star1"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_rare_star_1 = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BoxStars/Star2"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_rare_star_2 = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BoxStars/Star3"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_rare_star_3 = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatePanel/Normal"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_normal = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatePanel/Die"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_die = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatePanel/Record"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_record = 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_normal = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "TxtEmpty"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_empty = L1_2
end
L0_1._on_bind = L1_1
return L0_1
