local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "MiniGameProgrammingPanelBinder"
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/Maze/MiniGame/MiniGameProgrammingPanel.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, 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.RectTransform
  L4_2 = "LeftPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_panel = 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.AnimatorButton
  L4_2 = "LeftPanel/BtnPanel/BtnDirectionUp"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_up = 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.AnimatorButton
  L4_2 = "LeftPanel/BtnPanel/BtnDirectionRight"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_right = 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.AnimatorButton
  L4_2 = "LeftPanel/BtnPanel/BtnDirectionLeft"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_left = 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.AnimatorButton
  L4_2 = "LeftPanel/BtnPanel/BtnDirectionDown"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_down = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.NodeListView
  L4_2 = G
  L4_2 = L4_2.NodeListViewBinder
  L5_2 = "RightPanel/Root/Contents/CommandList"
  L6_2 = "Ui.MazeMiniGame.MiniGamePanel.MiniGameProgramming.MiniGameProgrammingCommandNodePanel"
  L7_2 = "Ui.MazeMiniGame.MiniGamePanel.MiniGameProgramming.MiniGameProgrammingCommandNodePanelBinder"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
  A0_2.command_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.Animation
  L4_2 = "RightPanel/Root"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.right_panel_animation = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AnimatorButton
  L4_2 = "RightPanel/Root/BtnPanel/BtnStart"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_start = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AnimatorButton
  L4_2 = "RightPanel/Root/BtnPanel/BtnClear"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_clear = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.AnimatorButton
  L4_2 = "RightPanel/Root/BtnPanel/BtnStop"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_stop = 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 = "RightPanel/Root/TitlePanel/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.state_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.Animation
  L4_2 = "RightPanel/Root/BtnPanel/PopUpTip"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.popup_tip_animation = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._init_transform
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.RectTransform
  L4_2 = "RightPanel/Root/BtnPanel/PopUpTip"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.popup_tip = 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 = "RightPanel/Root/BtnPanel/PopUpTip/Content/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.popup_tip_text = L1_2
end
L0_1._on_bind = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2
  L4_2 = A0_2
  L3_2 = A0_2._safe_get_cmpt
  L5_2 = A1_2
  L6_2 = A2_2
  L3_2 = L3_2(L4_2, L5_2, L6_2)
  L5_2 = L3_2
  L4_2 = L3_2.SafeSetActive
  L6_2 = true
  L4_2(L5_2, L6_2)
  L5_2 = L3_2
  L4_2 = L3_2.SafeSetLightWeightActive
  L6_2 = false
  L4_2(L5_2, L6_2)
  return L3_2
end
L0_1._init_transform = L1_1
return L0_1
