local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.TravelBrochure.Widget.TravelBrochureArrowPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.TravelBrochure.Widget.TravelBrochureArrowPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TravelBrochureDirectoryPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_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
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.SuperScrollView
  L3_2 = L3_2.LoopListView2
  L4_2 = "ChapterListPanel/GuidePanel/ScrollView"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.list_view = 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.ScrollRect
  L4_2 = "ChapterListPanel/GuidePanel/ScrollView"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.scroll_rect = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.TravelBrochureArrowPanel
  L4_2 = G
  L4_2 = L4_2.TravelBrochureArrowPanelBinder
  L5_2 = "FrontBg/Frame/ArrowPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_arrow = 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.Button
  L4_2 = "FrontBg/Frame/ArrowPanel/ArrowLeft"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_last = 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.Button
  L4_2 = "FrontBg/Frame/ArrowPanel/ArrowRight"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_next = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "FrontBg/Frame/ArrowPanel/ArrowLeft/Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reddot_btn_last = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "FrontBg/Frame/ArrowPanel/ArrowRight/Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reddot_btn_next = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Bg/ProgressBar/RotatePanel/ProgressBarBgMask/LineDotPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg_line = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Bg/ProgressBar/RotatePanel/ProgressBarBgMask/EdgeRightPanel/Root"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg_right = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Bg/ProgressBar/RotatePanel/ProgressBarBgMask/EdgeRightPanel/Root/EdgeDown"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg_right_down = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Bg/ProgressBar/RotatePanel/ProgressBarBgMask/EdgeLeftPanel/Root"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg_left = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Bg/ProgressBar/RotatePanel/ProgressBarBgMask/EdgeLeftPanel/Root/EdgeDown"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg_left_down = 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.MonoPerformanceUITransfer
  L4_2 = "Bg/Spine"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_tick = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_add_cmpt
  L4_2 = CS
  L4_2 = L4_2.Spine
  L4_2 = L4_2.Unity
  L4_2 = L4_2.SkeletonGraphic
  L5_2 = "Bg/Spine/Gear"
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  L4_2 = A0_2
  L3_2 = A0_2._safe_add_cmpt
  L5_2 = CS
  L5_2 = L5_2.Spine
  L5_2 = L5_2.Unity
  L5_2 = L5_2.SkeletonGraphic
  L6_2 = "Bg/Spine/ClockKid/ClockKid"
  L3_2, L4_2, L5_2, L6_2 = L3_2(L4_2, L5_2, L6_2)
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  L1_2[5] = L6_2
  A0_2.skeletons = L1_2
end
L0_1._on_bind = L1_1
return L0_1
