local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "HeliobusMainEntrancePageBinder"
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/Heliobus/HeliobusMainEntrancePage.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.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/TopBarArea/AreaPanel/TopBtnList/BtnRuleTip_ResBar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_rule_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/RightPanel/FunctionPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_function_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/NewTaskHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_content = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/NewTaskHint/BtnGo"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_anchor_mission = 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/Contents/NewTaskHint/BtnGo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_anchor_mission = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/RewardBtnPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_limited_reward = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/RewardBtnPanel/KeyMapZoom"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_key_map_zoom = 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/Contents/RewardBtnPanel/BtnLightConeReward"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_lightcone_reward = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/RewardBtnPanel/BtnLightConeReward/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_lightcone_reward_reddot = 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/Contents/RewardBtnPanel/BtnLimitedReward"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_quest_reward = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/RewardBtnPanel/BtnLimitedReward/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_quest_reward_reddot = 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.MonoRemainTimer
  L4_2 = "Root/Contents/RewardBtnPanel/BtnLightConeReward/TextPanel/Root/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.remain_time1 = 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.MonoRemainTimer
  L4_2 = "Root/Contents/RewardBtnPanel/BtnLimitedReward/TextPanel/Root/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.remain_time2 = L1_2
end
L0_1._on_bind = L1_1
return L0_1
