local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "PlayerPhotoPanelBinder"
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/PlayerInfo/Widget/AvatarPhoto.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
  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 = "Avatar/Img"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_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 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_root = 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 = "Level/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_level = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._find_node_and_set_inactive
  L3_2 = "Lock"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_lock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._find_node_and_set_inactive
  L3_2 = "Level"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_level = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._find_node_and_set_inactive
  L3_2 = "BlackList"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_black_list = L1_2
end
L0_1._on_bind = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2, L5_2
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = A1_2
  L2_2 = L2_2(L3_2, L4_2)
  L4_2 = L2_2
  L3_2 = L2_2.SafeSetActive
  L5_2 = false
  L3_2(L4_2, L5_2)
  return L2_2
end
L0_1._find_node_and_set_inactive = L1_1
return L0_1
