local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "CommonItemInfoPanelBinder"
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 = ""
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_img_item = 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 = "ItemIcon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_item_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 = "Mask/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_find
  L3_2 = "NumPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.num_root = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "NumPanel/AmountPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_amount_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 = "NumPanel/AmountPanel/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_amount = 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 = "PurposePanel/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_purpose = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "PurposePanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_purpose = 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 = "NumPanel/ItemTotalNum/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_item_count = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "NumPanel/RelicPositionPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_relic_position = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "NumPanel/ItemTotalNum"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_item_total_num = 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 = "NumPanel/RelicPositionPanel/PositionText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_relic_position = 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 = "NumPanel/RelicPositionPanel/Num/NumText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_relic_position_level = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "NumPanel/RelicPositionPanel/Num/Plus"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_relic_level_plus = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "RarityStarPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_rarity_star = 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.PrefabLoadMeta
  L4_2 = "RarityStarPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.item_prefab_load_meta = L1_2
end
L0_1._on_bind = L1_1
return L0_1
