local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AlleyTransportResultDialogBinder"
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/Quest/Alley/AlleyTransportResultDialog.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
  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 = "Bg/BtnEmptyClose"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_empty_close = 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 = "Contents/TitlePanel/GlowBg/TitleText"
  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_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Text
  L4_2 = "Contents/ScorePanel/NumText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_cur_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 = "Contents/MaxScore/NumText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_max_score = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/ScorePanel/NumText/NewRecord"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_new_record = 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 = "Contents/RewardListPanel/TitlePanel/KeyMapInfo/GamepadBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_game_pad = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/RewardListPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reward_list_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.SuperScrollView
  L3_2 = L3_2.LoopListView2
  L4_2 = "Contents/RewardListPanel/ScrollView"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.scroll_view = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/TipPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_tip_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "HintPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_hint_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "BtnPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_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.Button
  L4_2 = "BtnPanel/BtnBack"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_back = 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 = "BtnPanel/BtnGoShipping"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_go_transport = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/ScorePanel/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 = "Contents/ScorePanel/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 = "Contents/ScorePanel/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 = "Contents/ScorePanel/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 = "Contents/ScorePanel/ProgressInfoRow/ProgressBar/CurrentFill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.slider_current_score = 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.UIValueChangeAnimation
  L4_2 = "Contents/ScorePanel/ProgressInfoRow/ProgressBar/CurrentFill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.animation_value_change = L1_2
end
L0_1._on_bind = L1_1
return L0_1
