local L0_1, L1_1, L2_1, L3_1
L0_1 = require
L1_1 = "Generate.InventoryItemIconIndex"
L0_1 = L0_1(L1_1)
L1_1 = G
L1_1 = L1_1.Class
L2_1 = "InventoryItemIconPanelBinder"
L3_1 = G
L3_1 = L3_1.UIBinder
L1_1 = L1_1(L2_1, L3_1)
function L2_1()
  local L0_2, L1_2
  L0_2 = "UI/CommonKits/Icon/InventoryItemIcon.prefab"
  return L0_2
end
L1_1.get_prefab_path = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/HighLightPanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_highlight_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/NamePanel"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_name_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.LocalizedText
  L4_2 = "Root/NamePanel/Text"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.text_name = 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.LongPressEvent
  L4_2 = ""
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.long_press_event = 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.LongPressEvent
  L4_2 = "Root/MinusBtn"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.long_press_event_minus = 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 = ""
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.in_control_btn = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.CommonItemPrefabLoader
  L4_2 = G
  L4_2 = L4_2.CommonItemPrefabLoaderBinder
  L5_2 = "Root/StatusPanel/TimeLimitMark"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.time_limit_panel = L1_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.Client
  L1_2 = L1_2.BinderIndex
  L1_2 = L1_2.BinderIndexOpen
  if L1_2 then
    L2_2 = A0_2
    L1_2 = A0_2.auto_bind
    L3_2 = L0_1
    L1_2 = L1_2(L2_2, L3_2)
    if L1_2 then
      return
    end
  end
  L2_2 = A0_2
  L1_2 = A0_2._bind_common_nodes
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_status_nodes
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_reddot_nodes
  L1_2(L2_2)
  L2_2 = A0_2
  L1_2 = A0_2._bind_in_control_nodes
  L1_2(L2_2)
end
L1_1._on_bind = L2_1
function L2_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.Button
  L4_2 = "Root/MinusBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_minus = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BtnStates/Selected/SelectedHint_Once"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.manually_recover_node = 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_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Root/Icon"
  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.Image
  L4_2 = "Root/Bg"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_rarity_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/RarityStar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_rarity_star = 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/AllText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_all = L1_2
end
L1_1._bind_common_nodes = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_status_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/LockMark"
  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/StatusPanel/EquipCharaMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_belong_to = 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/StatusPanel/EquipCharaMark/ImgAvatar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_belong_to = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/BlackMask"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.black_mask = 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.node_damage_plus_type = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/NeedFormula"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_need_formula = 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/StatusPanel/EquipLockMark"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_equip_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/RefineLevelPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_refine_level_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 = "Root/RefineLevelPanel/Level"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_refine_level_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.Image
  L4_2 = "Root/RefineLevelPanel/Bg"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_refine_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/DamagePlusType/ProfessionalType"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_professional_type = 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/DamagePlusType/ProfessionalType/IconProfessional"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_icon_professional = 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/StatusPanel/ItemTypeIcon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_item_type = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/ItemTypeIcon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_item_type = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/ExtraRewardMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_multiple_drop_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/CheckPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_checked_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/Favorites"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_favorite_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/Favorites/Effect"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_favorite_effect = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/QuickConsumableChosenMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_quick_consumable_mark = L1_2
end
L1_1._bind_status_nodes = L2_1
function L2_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/RedDotNew"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_reddot_new = L1_2
end
L1_1._bind_reddot_nodes = L2_1
function L2_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.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.MonoInControlButton
  L4_2 = "Root/MinusBtn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.in_control_btn_minus = L1_2
end
L1_1._bind_in_control_nodes = L2_1
return L1_1
