local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.RogueDLC.RogueEndless.CommonComponents.RogueEndlessRecordInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.RogueDLC.RogueEndless.CommonComponents.RogueEndlessRecordInfoPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "RogueEndlessAreaPanelBinder"
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, L6_2, L7_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 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_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.Text
  L4_2 = "Root/NamePanel/NameText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_title = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_get_cmpt
  L4_2 = CS
  L4_2 = L4_2.UnityEngine
  L4_2 = L4_2.UI
  L4_2 = L4_2.Text
  L5_2 = "Root/NumPanel/Num"
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  L4_2 = A0_2
  L3_2 = A0_2._safe_get_cmpt
  L5_2 = CS
  L5_2 = L5_2.UnityEngine
  L5_2 = L5_2.UI
  L5_2 = L5_2.Text
  L6_2 = "Root/NumPanel/NumDoing"
  L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2, L5_2, L6_2)
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  L1_2[5] = L6_2
  L1_2[6] = L7_2
  A0_2.txt_index = 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 = "Root/EnterIcon/Normal/Image"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_normal = 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 = "Root/EnterIcon/Locked/Image"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_locked = 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.CanvasGroup
  L4_2 = "Root/NamePanel/NameText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.canvas_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.CanvasGroup
  L4_2 = "Root/NumPanel/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.canvas_index = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/StatusPanel/Locked"
  L2_2 = L2_2(L3_2, L4_2)
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "Root/StatusPanel/TitleMask/ImgLocked"
  L3_2 = L3_2(L4_2, L5_2)
  L5_2 = A0_2
  L4_2 = A0_2._safe_find
  L6_2 = "Root/EnterIcon/Locked"
  L4_2 = L4_2(L5_2, L6_2)
  L6_2 = A0_2
  L5_2 = A0_2._safe_find
  L7_2 = "Root/Frame/Bg/BgLocked"
  L5_2, L6_2, L7_2 = L5_2(L6_2, L7_2)
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  L1_2[5] = L6_2
  L1_2[6] = L7_2
  A0_2.nodes_is_locked = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/StatusPanel/Normal"
  L2_2 = L2_2(L3_2, L4_2)
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "Root/StatusPanel/TitleMask/ImgNormal"
  L3_2 = L3_2(L4_2, L5_2)
  L5_2 = A0_2
  L4_2 = A0_2._safe_find
  L6_2 = "Root/EnterIcon/Normal"
  L4_2 = L4_2(L5_2, L6_2)
  L6_2 = A0_2
  L5_2 = A0_2._safe_find
  L7_2 = "Root/Frame/Bg/BgNormal"
  L5_2, L6_2, L7_2 = L5_2(L6_2, L7_2)
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  L1_2[5] = L6_2
  L1_2[6] = L7_2
  A0_2.nodes_not_locked = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/StatusPanel/Normal/IntegralPanel/RankPanel/BgDoing"
  L2_2 = L2_2(L3_2, L4_2)
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "Root/NumPanel/NumDoing"
  L3_2 = L3_2(L4_2, L5_2)
  L5_2 = A0_2
  L4_2 = A0_2._safe_find
  L6_2 = "Root/NumPanel/DoingTag"
  L4_2, L5_2, L6_2, L7_2 = L4_2(L5_2, L6_2)
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  L1_2[5] = L6_2
  L1_2[6] = L7_2
  A0_2.nodes_is_doing = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Root/StatusPanel/Normal/IntegralPanel/RankPanel/Bg"
  L2_2 = L2_2(L3_2, L4_2)
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "Root/NumPanel/Num"
  L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2, L5_2)
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  L1_2[5] = L6_2
  L1_2[6] = L7_2
  A0_2.nodes_not_doing = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/Normal/IntegralPanel/TipsPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_no_record = 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/StatusPanel/Locked/TipsPanel/RemainTimeIcon/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.timer_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.RogueEndlessRecordInfoPanel
  L4_2 = G
  L4_2 = L4_2.RogueEndlessRecordInfoPanelBinder
  L5_2 = "Root/StatusPanel/Normal/IntegralPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_record_info = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reddot = L1_2
end
L0_1._on_bind = L1_1
return L0_1
