local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ItemIconPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1()
  local L0_2, L1_2
  L0_2 = "UI/CommonKits/Icon/RewardItemIcon.prefab"
  return L0_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
  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.button = 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/Icon/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.icon = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Bg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg = 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/Bg/Normal"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rarity_frame = 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/Bg/Line"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.rairty_line = 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/Bg/Normal/Chartlet/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rairty_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/NumPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_num_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/LevelPanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_level_panel = 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/NumPanel/CurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.current_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/NumPanel/Splash"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.slash = 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/NumPanel/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.total_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_status_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/EquipLockMark"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_lock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/GetMark"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_attachment_get = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/ExtraRewardMark"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_multiple_drop_tips = 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 = "Root/MinusBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_minus = 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.MonoInControlButton
  L4_2 = "Root/MinusBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.minus_in_control_button = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/SellOut"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_sold_out_status = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/Up"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_up_status = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/HintPanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_hint = 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.LocalizedText
  L4_2 = "Root/StatusPanel/HintPanel/HintText/Text"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.txt_hint = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/NamePanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_name = 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.LocalizedText
  L4_2 = "Root/NamePanel/Text"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.txt_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.Animation
  L4_2 = "Root"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.animation_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EffPanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_effect = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/PromotionPanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_rarity_star = L1_2
  L1_2 = A0_2.node_rarity_star
  if L1_2 ~= nil then
    L2_2 = A0_2
    L1_2 = A0_2._create_panel
    L3_2 = G
    L3_2 = L3_2.DiscreteProgressBar
    L4_2 = G
    L4_2 = L4_2.DiscreteProgressBarBinder
    L5_2 = "Root/PromotionPanel"
    L6_2 = "Ui.Common.CommonSubStarInfoPanel"
    L7_2 = "Ui.Common.CommonSubStarInfoPanelBinder"
    L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
    A0_2.rarity_stars_panel = L1_2
    L1_2 = A0_2.rarity_stars_panel
    L2_2 = L1_2
    L1_2 = L1_2.safe_set_active
    L3_2 = false
    L1_2(L2_2, L3_2)
  end
  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 = ""
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.canvas_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.CommonItemPrefabLoader
  L4_2 = G
  L4_2 = L4_2.CommonItemPrefabLoaderBinder
  L5_2 = "Root/StatusPanel/TimeLimitMark"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.time_limit_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.CommonItemPrefabLoader
  L4_2 = G
  L4_2 = L4_2.CommonItemPrefabLoaderBinder
  L5_2 = "Root/StatusPanel/InvalidatedLabel"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.invalidated_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.CommonItemPrefabLoader
  L4_2 = G
  L4_2 = L4_2.CommonItemPrefabLoaderBinder
  L5_2 = "Root/StatusPanel/TimeOutLabel"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.timeout_panel = L1_2
end
L0_1._on_bind = L1_1
return L0_1
