local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "MiniGameProgrammingCommandNodePanelBinder"
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/Maze/MiniGame/Widget/MiniGameCommandNode.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._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Normal"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.normal_node = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Normal/IconPanel/Up"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.normal_icon_up = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Normal/IconPanel/Right"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.normal_icon_right = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Normal/IconPanel/Left"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.normal_icon_left = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Normal/IconPanel/Down"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.normal_icon_down = L1_2
  L1_2 = {}
  L2_2 = A0_2.normal_icon_up
  L3_2 = A0_2.normal_icon_right
  L4_2 = A0_2.normal_icon_down
  L5_2 = A0_2.normal_icon_left
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  A0_2.normal_direction_icons = 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 = "Normal"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.state_normal_animation = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Running"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.running_node = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Running/IconPanel/Up"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.running_icon_up = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Running/IconPanel/Right"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.running_icon_right = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Running/IconPanel/Left"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.running_icon_left = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Running/IconPanel/Down"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.running_icon_down = L1_2
  L1_2 = {}
  L2_2 = A0_2.running_icon_up
  L3_2 = A0_2.running_icon_right
  L4_2 = A0_2.running_icon_down
  L5_2 = A0_2.running_icon_left
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  A0_2.running_direction_icons = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Waiting"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.waiting_node = 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 = "Waiting/IconPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.state_waiting_animation = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Over"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.over_node = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Over/IconPanel/Up"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.over_icon_up = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Over/IconPanel/Right"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.over_icon_right = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Over/IconPanel/Left"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.over_icon_left = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Over/IconPanel/Down"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.over_icon_down = L1_2
  L1_2 = {}
  L2_2 = A0_2.over_icon_up
  L3_2 = A0_2.over_icon_right
  L4_2 = A0_2.over_icon_down
  L5_2 = A0_2.over_icon_left
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  A0_2.over_direction_icons = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "Empty"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.empty_node = L1_2
end
L0_1._on_bind = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2
  L4_2 = A0_2
  L3_2 = A0_2._safe_get_cmpt
  L5_2 = A1_2
  L6_2 = A2_2
  L3_2 = L3_2(L4_2, L5_2, L6_2)
  L5_2 = L3_2
  L4_2 = L3_2.SafeSetActive
  L6_2 = true
  L4_2(L5_2, L6_2)
  L5_2 = L3_2
  L4_2 = L3_2.SafeSetLightWeightActive
  L6_2 = false
  L4_2(L5_2, L6_2)
  return L3_2
end
L0_1._init_transform = L1_1
return L0_1
