local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Rogue.Handbook.Components.RogueHandbookEventPanel"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "RogueHandbookEventPageBinder"
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/Rogue/RogueRandomEventListPage.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._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.exit_btn = L1_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 = "Root/Content/LeftPanel/LeftTabArea/ScrollViewMask/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_find
  L3_2 = "Root/Content/LeftPanel/LeftTabArea/ScrollViewMask/ScrollView/Viewport/Content"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.content_root = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.RogueHandbookEventPanel
  L4_2 = G
  L4_2 = L4_2.RogueHandbookEventPanelBinder
  L5_2 = "Root/Content/RandomEventPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.main_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.Text
  L4_2 = "Root/VolumePanel/Volume"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.unlock_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Content/LeftPanel/TopListPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_tab_control = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Content/LeftPanel/TopListPanel/ScrollView/TabControl"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.tab_control_root = 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/TopListPanel/ScrollView/KeyMapInfo_Left/GamepadBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_select_left = 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/TopListPanel/ScrollView/KeyMapInfo_Right/GamepadBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_select_right = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Content/LeftPanel/RogueTabBeneTitle/"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_tab_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 = "Root/Content/LeftPanel/RogueTabBeneTitle/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.tab_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 = "Root/Content/LeftPanel/RogueTabBeneTitle/NumPanel/CurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_unlock_num = 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/LeftPanel/RogueTabBeneTitle/NumPanel/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_total_num = L1_2
end
L0_1._on_bind = L1_1
return L0_1
