local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "QuestTimeLimitFindTreasureTabItemBinder"
L2_1 = G
L2_1 = L2_1.TabItemBinder
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_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.LocalizedText
  L4_2 = "Selected/DetailPanel/Title/Txt"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_title = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.LocalizedText
  L4_2 = "Selected/DetailPanel/Title/TxtTd"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_title_en = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.LocalizedText
  L4_2 = "Selected/DetailPanel/ProgressPanel/NumCurrent"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_current = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.LocalizedText
  L4_2 = "Selected/DetailPanel/ProgressPanel/NumTarget"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_total = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Selected/FrameBg/Mask/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_icon = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_get_cmpt_in_btn
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.UI
  L3_2 = L3_2.Image
  L4_2 = "Selected/FrameBg_Black/Mask/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_icon_unselect = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "Selected/DetailPanel/Finish"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_finish = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find_in_btn
  L3_2 = "Selected/DetailPanel/ProgressPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress = L1_2
end
L0_1._on_tab_btn_bind = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2
  L1_2 = {}
  A0_2.node_item_list_prop_state = L1_2
  L1_2 = table
  L1_2 = L1_2.insert
  L2_2 = A0_2.node_item_list_prop_state
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "BottomTreasureMission/MissionDetail/TreasureMissionRewardItem1"
  L3_2, L4_2, L5_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = table
  L1_2 = L1_2.insert
  L2_2 = A0_2.node_item_list_prop_state
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "BottomTreasureMission/MissionDetail/TreasureMissionRewardItem2"
  L3_2, L4_2, L5_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = table
  L1_2 = L1_2.insert
  L2_2 = A0_2.node_item_list_prop_state
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "BottomTreasureMission/MissionDetail/TreasureMissionRewardItem3"
  L3_2, L4_2, L5_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_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 = "BottomTreasureMission/ProgressPanel/InProgressPanel/CurNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_prop_cur_progress = 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 = "BottomTreasureMission/ProgressPanel/InProgressPanel/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_prop_total_progress = 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 = "BottomTreasureMission/ProgressPanel/ProgressBar/Fill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_progress_prop_state = 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 = "BottomTreasureMission/TxtDesc"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_prop_desc = L1_2
  L1_2 = {}
  A0_2.node_item_list_open_chest = L1_2
  L1_2 = table
  L1_2 = L1_2.insert
  L2_2 = A0_2.node_item_list_open_chest
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "TopTreasureMission/MissionDetail/TreasureMissionRewardItem1"
  L3_2, L4_2, L5_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = table
  L1_2 = L1_2.insert
  L2_2 = A0_2.node_item_list_open_chest
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "TopTreasureMission/MissionDetail/TreasureMissionRewardItem2"
  L3_2, L4_2, L5_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_2)
  L1_2 = table
  L1_2 = L1_2.insert
  L2_2 = A0_2.node_item_list_open_chest
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "TopTreasureMission/MissionDetail/TreasureMissionRewardItem3"
  L3_2, L4_2, L5_2 = L3_2(L4_2, L5_2)
  L1_2(L2_2, L3_2, L4_2, L5_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 = "TopTreasureMission/ProgressPanel/InProgressPanel/CurNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_chest_cur_progress = 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 = "TopTreasureMission/ProgressPanel/InProgressPanel/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_chest_total_progress = 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 = "TopTreasureMission/ProgressPanel/ProgressBar/Fill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_progress_open_chest = 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 = "TopTreasureMission/TxtDesc"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_chest_desc = 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
