local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AvatarItemIconPanelBinder"
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/General/AvatarItemIcon.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.Image
  L4_2 = "Root/Icon/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.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.Slider
  L4_2 = "Root/HPInfo/Fill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.hp_bar = 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/LevelPanel/Lv"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.level_text = 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/LevelPanel/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.level_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/DamagePlusType"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.hide_node = L1_2
  L1_2 = A0_2.hide_node
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_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/EffPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.ani_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 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.button = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/RecoveryHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_recovery_hint = 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/Bg/Normal"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_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/Bg/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_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Bg/Line"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rairty_line = 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/Bg/Normal/Chartlet/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rairty_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.Transform
  L4_2 = "Root/StatusPanel/TrialMark"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_trial_mark = 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.LocalizedText
  L4_2 = "Root/StatusPanel/TrialMark/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_trial_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/StoryTrialMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_story_trial_mark = 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 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_in_control_btn = 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.MonoMaterialSwitch
  L4_2 = "Root/Icon/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_material = L1_2
end
L0_1._on_bind = L1_1
return L0_1
