local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AvatarSkinDetailPanelBinder"
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 = "Contents/AvatarSkinPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_skin_list = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/Blank"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_blank = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.SuperScrollView
  L3_2 = L3_2.LoopListView2
  L4_2 = "Contents/AvatarSkinPanel/ScrollView"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.scroll_skin_list = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/AvatarSkinPanel/PageNumPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_page = 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 = "Contents/Level/SkinName"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.skin_name = 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 = "Contents/LightConeSkillPanel/ScrollViewMask/ScrollView/Viewport/Content/StoryDesc"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.skin_desc = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/LightConeSkillPanel/ScrollViewMask/ScrollView"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_skin_desc = 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 = "Contents/Level/LevelCurrent"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.avatar_name = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/Level/WarningTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_no_avatar = 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 = "Contents/FunctionPanel/BtnEquip"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_equip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/FunctionPanel/UsingTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_using = 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 = "Contents/FunctionPanel/BtnBuy"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_buy = 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 = "Contents/FunctionPanel/BtnBuy/TextPanel/TextConsume/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_cost_currency = 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 = "Contents/FunctionPanel/BtnBuy/TextPanel/TextConsume/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_cost = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/DropHintPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_drop_hint = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/FunctionPanel/OwnedTip"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_owned = 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 = "Contents/FunctionPanel/BtnZoomIn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_2d_view = 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 = "Contents/FunctionPanel/Btn3DView"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_hide_ui = 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 = "Contents/AvatarSkinPanel/KeyMapInfo/Left/Btn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_prev_skin = 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 = "Contents/AvatarSkinPanel/KeyMapInfo/Right/Btn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_next_skin = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/AvatarSkinPanel/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_prev_next = L1_2
end
L0_1._on_bind = L1_1
function L1_1(A0_2)
  local L1_2
end
L0_1._on_dispose = L1_1
return L0_1
