local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ClockParkLightConeRewardPageBinder"
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/ClockPark/ClockParkLightConeRewardPage.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.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.MonoRemainTimer
  L4_2 = "Root/PageInfo/TitleType/ExtraContent/RemainTimeIcon/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.remain_timer = 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 = "Root/BtnClose"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_close = 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 = "Root/Content/RightPanel/MissionPanel/TextPanel/TargetPanel/BtnPanel/BtnGo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_goto_lightcone = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Content/RightPanel/MissionPanel/TextPanel/TargetPanel/BtnPanel/GotPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_got_lightcone = 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.MonoInControlButton
  L4_2 = "Root/Content/RightPanel/MissionPanel/TextPanel/TargetPanel/BtnPanel/BtnGo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_btn_goto_lightcone = 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.MonoInControlTip
  L4_2 = "Root/Content/RightPanel/MissionPanel/TextPanel/TargetPanel/BtnPanel/BtnGo/TextPanel/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_tip_goto_lightcone = 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.AnimatorButton
  L4_2 = "Root/Content/RightPanel/MissionPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_nav_goto_lightcone = 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 = "Root/Content/RightPanel/RankPanel/MissionPanel/TextPanel/BtnPanel/BtnGo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_goto = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Content/RightPanel/RankPanel/MissionPanel/TextPanel/BtnPanel/GotPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_got = 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.MonoInControlButton
  L4_2 = "Root/Content/RightPanel/RankPanel/MissionPanel/TextPanel/BtnPanel/BtnGo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_btn_goto = 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.MonoInControlTip
  L4_2 = "Root/Content/RightPanel/RankPanel/MissionPanel/TextPanel/BtnPanel/BtnGo/TextPanel/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_tip_goto = 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.AnimatorButton
  L4_2 = "Root/Content/RightPanel/RankPanel/MissionPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_nav_goto = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Content/LeftPanel/LightConeContainer"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_light_cone_panel = 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 = "Root/Content/LeftPanel/BtnGo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_rank = 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 = "Root/Content/LeftPanel/BtnReceive"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_receive = 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 = "Root/Content/LeftPanel/LightConeContainer/DetailPanel/BtnDetail"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_light_cone_detail = 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/Content/RightPanel/MissionPanel/TextPanel/TargetPanel/TitleText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_quest = 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.animation = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/Content/RightPanel/RankPanel/RewardList/RewardInfoItem1"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[1] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/Content/RightPanel/RankPanel/RewardList/RewardInfoItem2"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[2] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/Content/RightPanel/RankPanel/RewardList/RewardInfoItem3"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[3] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/Content/RightPanel/RankPanel/RewardList/RewardInfoItem4"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[4] = L2_2
  A0_2.node_rewards = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Bg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_spine_skeleton = L1_2
end
L0_1._on_bind = L1_1
return L0_1
