local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.TabItemBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "HeliobusActivityTabPanelBinder"
L2_1 = G
L2_1 = L2_1.TabItemBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2
  L1_2 = "UI/Quest/Widget/QuestHeliobusPanel.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, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.CommonActivityStateSwitchPanel
  L4_2 = G
  L4_2 = L4_2.CommonActivityStateSwitchPanelBinder
  L5_2 = "Content"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_activity_state_switch = 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 = "Content/TitlePanel/BtnRuleTip"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_explain = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/TitlePanel/QuestDescPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_desc = 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 = "Content/TitlePanel/QuestDescPanel/Root/DescText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_desc = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/RewardPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reward_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/MissionTracePanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/MissionTracePanel/BtnSubordinateMission"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_sp_mission_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/MissionTracePanel/BtnMissionDetail"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_mission_panel = 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 = "Content/BtnPanel/BtnGo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_go = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/RewardBtnPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reward_btn = 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 = "Content/RewardBtnPanel/BtnPhaseReward"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_phase_reward = 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 = "Content/RewardBtnPanel/BtnLimitedReward"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_limit_reward = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/RewardBtnPanel/KeyMapZoom"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_special_pad_area = 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 = "Content/RewardBtnPanel/BtnPhaseReward"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_btn_phase_reward = 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 = "Content/RewardBtnPanel/BtnPhaseReward/TextPanel/Root/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_in_tip_btn_phase_reward = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/BtnPanel/WarningTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_warning_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/BtnPanel/DescTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_warning_sp_tip = 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 = "Content/BtnPanel/DescTip/TipPanel/TipText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_warning_sp_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "PictureBg/QuestStage1"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_huohuo_tail = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "PictureBg/QuestStage2"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_gui_pillow_tower = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/RewardBtnPanel/BtnPhaseReward/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_phase_reward_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/RewardBtnPanel/BtnLimitedReward/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_limit_reward_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/BtnPanel/BtnGo/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_go_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/TitlePanel/EventTime"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_timer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/RewardPanel/DescTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_complete = L1_2
end
L0_1._on_bind = L1_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._create_panel_in_btn
  L3_2 = G
  L3_2 = L3_2.ActivityTabLeftPanel
  L4_2 = G
  L4_2 = L4_2.ActivityTabLeftPanelBinder
  L5_2 = A0_2.tab_btn_root
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.tab_btn_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.Transform
  L4_2 = "RedDot"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_tab_reddot = L1_2
end
L0_1._on_tab_btn_bind = L1_1
return L0_1
