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 = require
L1_1 = "Ui.Maze.BuffInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.BuffInfoPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.SkillInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.Maze.SkillInfoPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AvatarInfoPanelBinder"
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.Image
  L4_2 = "Info/DamagePlusType/DamageType"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_nature = 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 = "ListScrollView/Viewport/Content/PropertyList/Btn/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_property_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.Button
  L4_2 = "PropertyListV2/Viewport/Content/PropertyListV2/Btn/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_property_all_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.Button
  L4_2 = "Skill/SkillBtn/Btn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_skill_details = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ListScrollView"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_status_normal = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "PropertyListV2"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_status_property = 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.Animation
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.ani_skill = 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 = "ListScrollView/Viewport/Content/PropertyList"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.important_property_panel = 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 = "PropertyListV2/Viewport/Content/PropertyListV2"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.all_property_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.BuffInfoPanel
  L4_2 = G
  L4_2 = L4_2.BuffInfoPanelBinder
  L5_2 = "ListScrollView/Viewport/Content/BuffList"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.buff_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.SkillInfoPanel
  L4_2 = G
  L4_2 = L4_2.SkillInfoPanelBinder
  L5_2 = "Skill"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.skill_panel = L1_2
end
L0_1._on_bind = L1_1
return L0_1
