local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AlleyTransportOrderInfoPanelBinder"
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
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "OrderList/Content"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.shop_list_content = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "TopPanel/NextTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_next_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "TopPanel/FinishTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_finish_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "TopPanel/ProgressInfoRow"
  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 = "TopPanel/ProgressInfoRow/ProgressBar/BgList/Completed"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_completed = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "TopPanel/ProgressInfoRow/ProgressBar/CurrentFill"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_current_fill = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "TopPanel/ProgressInfoRow/ProgressBar/BgList"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress_list = 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 = "TopPanel/ProgressInfoRow/CurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_current_score = 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 = "TopPanel/ProgressInfoRow/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_total_score = 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 = "TopPanel/ProgressInfoRow/ProgressBar/CurrentFill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.slider_current_score = L1_2
  L1_2 = A0_2.node_next_tip
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2.node_finish_tip
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_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 = "TabTransportFloor/KeyMapInfo_Left/GamepadBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_select_left = 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 = "TabTransportFloor/KeyMapInfo_Right/GamepadBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_select_right = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "TabTransportFloor/TabControl"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.tab_btn_root = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor1"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[1] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor2"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[2] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor3"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[3] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor4"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[4] = L2_2
  A0_2.node_tab_floor_list = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor1/RedDot"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[1] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor2/RedDot"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[2] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor3/RedDot"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[3] = L2_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "TabTransportFloor/TabControl/Floor4/RedDot"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[4] = L2_2
  A0_2.node_tab_reddot_list = L1_2
end
L0_1._on_bind = L1_1
return L0_1
