local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.AetherDivide.AetherGym.AetherDivideGymInfoPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.AetherDivide.AetherGym.AetherDivideGymInfoPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AetherDivideTerminalGymTabItemBinder"
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/AetherDivide/Widget/AetherDivideTerminalGymPanel.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, L6_2, L7_2, L8_2, L9_2, L10_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 = "GameEnterBtnPanel/GameEnterPanel/Root/ProgressPanel/BtnTerminalEnterGame"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_enter_game = 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 = "PlayerInfoPanel/Root/FunctionBtnPanel/KeyMapZoom/KeyMapInfo/GamepadBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_special_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 = "PlayerInfoPanel/Root/FunctionBtnPanel/BtnOrderUp"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_train_entry = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "PlayerInfoPanel/Root/FunctionBtnPanel/BtnOrderUp/Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.reddot_train_entry = 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 = "PlayerInfoPanel/Root/FunctionBtnPanel/BtnMonster"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_altas = 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 = "PlayerInfoPanel/Root/FunctionBtnPanel/BtnTeam"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_team = 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 = "PlayerInfoPanel/Root/FunctionBtnPanel/BtnDevelop"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_monster = 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 = "PlayerInfoPanel/Root/BtnPlayerPanel/InfoContent/LevelBadgePanel/LevelBadgeIcon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_level = 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 = "PlayerInfoPanel/Root/BtnPlayerPanel/AvatarPanel/ImgPlayer"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_avatar = 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.Slider
  L4_2 = "PlayerInfoPanel/Root/BtnPlayerPanel/InfoContent/ProgressPanel/ProgressBar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.bar_exp = 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 = "PlayerInfoPanel/Root/BtnPlayerPanel/InfoContent/TextLevelPanel/TextLevelTitle"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_level = 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 = "GameEnterBtnPanel/GameEnterPanel/Root/ProgressPanel/BtnTerminalEnterGame/TextPanel/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_btn_enter = 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.anim_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.Animation
  L4_2 = "GameEnterBtnPanel/GameEnterPanel/Root/IconPanel/IconPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_gym_enter = L1_2
  L1_2 = {}
  A0_2.gym_info_panel_list = L1_2
  L1_2 = 1
  L2_2 = 4
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L5_2 = "GameEnterBtnPanel/GymEnter"
    L6_2 = tostring
    L7_2 = L4_2
    L6_2 = L6_2(L7_2)
    L5_2 = L5_2 .. L6_2
    L7_2 = A0_2
    L6_2 = A0_2._create_panel
    L8_2 = G
    L8_2 = L8_2.AetherDivideGymInfoPanel
    L9_2 = G
    L9_2 = L9_2.AetherDivideGymInfoPanelBinder
    L10_2 = L5_2
    L6_2 = L6_2(L7_2, L8_2, L9_2, L10_2)
    L7_2 = A0_2.gym_info_panel_list
    L8_2 = A0_2.gym_info_panel_list
    L8_2 = #L8_2
    L8_2 = L8_2 + 1
    L7_2[L8_2] = L6_2
  end
  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 = "GameEnterBtnPanel/GameEnterPanel/Root/ProgressPanel/BtnTerminalEnterGame/TextPanel/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.incontrol_tip_enter = 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 = "PlayerInfoPanel/Root/FunctionBtnPanel/KeyMapZoom/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.incontrol_tip_special = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "PlayerInfoPanel/Root/FunctionBtnPanel/BtnDevelop/Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_monster_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "GameEnterBtnPanel/GameEnterPanel/Root/ProgressPanel/BtnTerminalEnterGame/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_enter_game_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "GameEnterBtnPanel/GameEnterPanel/Root/IconPanel/IconPanel/ImgIcon/ProgressPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "GameEnterBtnPanel/GameEnterPanel/Root/IconPanel/IconPanel/ImgIcon/Finished"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_finished = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "GameEnterBtnPanel/GameEnterPanel/Root/IconPanel/IconPanel/ImgIcon/Light"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_light_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "PlayerInfoPanel/Root/FunctionBtnPanel/KeyMapZoom/Bg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_incontrol_bg = L1_2
  L1_2 = {}
  A0_2.line_node_list = L1_2
  L1_2 = 1
  L2_2 = 4
  L3_2 = 1
  for L4_2 = L1_2, L2_2, L3_2 do
    L5_2 = "GameEnterBtnPanel/GameEnterPanel/Root/IconPanel/IconPanel/ImgIcon/ProgressPanel/ProgressLine/Line"
    L6_2 = tostring
    L7_2 = L4_2
    L6_2 = L6_2(L7_2)
    L5_2 = L5_2 .. L6_2
    L6_2 = A0_2.line_node_list
    L7_2 = A0_2.line_node_list
    L7_2 = #L7_2
    L7_2 = L7_2 + 1
    L9_2 = A0_2
    L8_2 = A0_2._safe_find
    L10_2 = L5_2
    L8_2 = L8_2(L9_2, L10_2)
    L6_2[L7_2] = L8_2
  end
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "GameEnterBtnPanel/GameEnterPanel/Root/IconPanel/IconPanel/ImgIcon/ProgressPanel/ProgressLine/Line_light"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_light = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "GameEnterBtnPanel/GameEnterPanel/Root/IconPanel/IconPanel/ImgIcon/Effect_UnLock"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_effect_unlock = L1_2
end
L0_1._on_bind = 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_in_btn
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Text
  L4_2 = "TextPanel/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_title = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reddot = L1_2
end
L0_1._on_tab_btn_bind = L1_1
return L0_1
