local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "MusicItemPanelBinder"
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_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.Animator
  L4_2 = "Root"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.root_animator = 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.CanvasGroup
  L4_2 = "Root/Contents/Title"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.canvas_group_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/Contents/Title/TextTitle"
  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_find
  L3_2 = "Root/Contents/PlayIcon/BGMIcon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_using = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/PlayIcon/PlayIcon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_play = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/PlayIcon/PlayingIcon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_playing = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/PlayIcon/LockIcon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_lock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/New"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_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.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Contents/Progress/Fill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.fill_progress = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/Text"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress_time = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/Text/Time"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress_played_time = 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/Contents/Text/Time/Minute"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_progress_played_min = 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/Contents/Text/Time/Second"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_progress_played_sec = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/Text/Cut"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress_cut = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/Text/DiscTime"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress_total_time = 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/Contents/Text/DiscTime/Minute"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_progress_total_min = 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/Contents/Text/DiscTime/Second"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_progress_total_sec = L1_2
  L1_2 = A0_2.node_using
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2.node_play
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2.node_playing
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
  L1_2 = A0_2.node_new
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._on_bind = L1_1
return L0_1
