local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "SkillTreePointItemBinder"
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
  A0_2.is_bind_finish = false
  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.Animation
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.animation_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.Transform
  L4_2 = "Content/Locked"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_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.UI
  L3_2 = L3_2.Image
  L4_2 = "Content/Locked/IconSkill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_locked_skill_icon = 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.Transform
  L4_2 = "Content/UnActivated"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_activatable = 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 = "Content/UnActivated/IconSkill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_activatable_skill_icon = 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.Transform
  L4_2 = "Content/Activated"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_activated = 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 = "Content/Activated/IconSkill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_activated_skill_icon = 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.Transform
  L4_2 = "Content/ToBeActivated"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_to_be_activated = 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.Transform
  L4_2 = "Content/SkillInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_skill_info = 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.Transform
  L4_2 = "Content/SkillInfo/Level"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_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 = "Content/SkillInfo/Level/Num"
  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.Transform
  L4_2 = "Content/SelectionEffect"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_selected = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Content/Activated/LevelUp"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_level_up = L1_2
  A0_2.is_bind_finish = true
end
L0_1._on_bind = L1_1
return L0_1
