local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "FightActivityCardPanelBinder"
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/Quest/ChallengePanel/Widget/StarBoxItem.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
  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/Main/BoxInfo/InfoPanel/TxtCardName"
  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 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/NamePanel/Name"
  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.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/NamePanel/Wave"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_wave = 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/Main/BoxInfo/InfoPanel/DifficutyPanel/TxtSubTitle"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_sub_title = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/Icon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.difficulty_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.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/Icon/LevelText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_level_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.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/Icon/Bg"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_difficulty_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.UI
  L3_2 = L3_2.Button
  L4_2 = "Root"
  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.UI
  L3_2 = L3_2.Button
  L4_2 = "BtnRewardPanel/Main/RewardPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_reward = 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 = "BtnRewardPanel/Main/RewardPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.reward_in_control_button = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/BoxInfo/KeyMapPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.reward_in_control_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/StarMainBtn/UnlockMask"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.unlock_mask = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/StarMainBtn/CardBgStatus/LockCardBg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.lock_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/StarMainBtn/CardBgStatus/CardUnlock"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.unlock_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/Main/StarMainBtn/CardBgStatus/CardUnlock/CardChallengeBg/Glow"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_glow = 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/Main/StarMainBtn/CardBgStatus/CardUnlock/CardChallengeBg/CardBg"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_card_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/Main/StarMainBtn/CardBgStatus/CardUnlock/CardChallengeBg/CardOutLine"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_card_outline = 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/Main/StarMainBtn/BoxIcon/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_box_icon = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/StarMainBtn/CardBgStatus/CardUnlock/CardChallengeBg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.card_challenge_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/StarMainBtn/CardBgStatus/CardUnlock/CardUnchallengeBg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.card_unchallenge_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/Line"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.line = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "BtnRewardPanel/Main/RewardPanel/Root/IconPanel/IconReward"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reward_to_get = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "BtnRewardPanel/Main/RewardPanel/Root/IconPanel/IconGet"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reward_got = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "BtnRewardPanel/Main/RewardPanel/Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reward_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EmptyBox"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.empty_box_card = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "BtnRewardPanel/EmptyBox"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.empty_box_reward_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.reddot_new = 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/Main/BoxInfo/InfoPanel/CompletePanel9/Effect"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.animation_endless_root = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/RemainTimeIcon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.unlock_time_root = 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.MonoRemainTimer
  L4_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel/Level/RemainTimeIcon/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.unlock_timer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/BoxInfo/InfoPanel/DifficutyPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_normal_tips = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Main/BoxInfo/InfoPanel/CompletePanel9"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_endless_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.Text
  L4_2 = "Root/Main/BoxInfo/InfoPanel/CompletePanel9/Level/NamePanel/Wave"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_endless_wave = L1_2
end
L0_1._on_bind = L1_1
return L0_1
