local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AlleyEventPageBinder"
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/Quest/Alley/AlleyMissionPage.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.Text
  L4_2 = "Root/PanelContent/BottomPanel/CollectionInfo/CurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_cur_num = 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/PanelContent/BottomPanel/CollectionInfo/TotalNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_total_num = 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/PanelContent/BottomPanel/RewardInfo/Root/DescText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_reward_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 = "Root/PanelContent/BottomPanel/RewardInfo/Root/NumPanel/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_reward_stamp_count = 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/PanelContent/BottomPanel/RewardInfo/Root/NumPanel/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
  L3_2 = CS
  L3_2 = L3_2.SuperScrollView
  L3_2 = L3_2.LoopListView2
  L4_2 = "Root/PanelContent/ShopList/ScrollView"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.item_list = 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.ScrollRect
  L4_2 = "Root/PanelContent/ShopList/ScrollView"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.scroll_rect = 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.RectTransform
  L4_2 = "Root/PanelContent/ShopList/ScrollView/Viewport"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rect_viewport = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/PanelContent/ArrowPanel/ArrowLeft/RedDotArrow"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_left_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/PanelContent/ArrowPanel/ArrowRight/RedDotArrow"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_right_reddot = 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 = "Root/BtnClose"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_close = 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, L6_2, L7_2, L8_2, L9_2, L10_2
  L2_2 = {}
  A0_2.node_event_panels = L2_2
  L2_2 = 1
  L3_2 = A1_2
  L4_2 = 1
  for L5_2 = L2_2, L3_2, L4_2 do
    L7_2 = A0_2
    L6_2 = A0_2._safe_find
    L8_2 = "Root/PanelContent/ShopList/ScrollView/Viewport/Content/ShopItem"
    L9_2 = tostring
    L10_2 = L5_2
    L9_2 = L9_2(L10_2)
    L8_2 = L8_2 .. L9_2
    L6_2 = L6_2(L7_2, L8_2)
    L7_2 = table
    L7_2 = L7_2.insert
    L8_2 = A0_2.node_event_panels
    L9_2 = L6_2
    L7_2(L8_2, L9_2)
  end
end
L0_1.bind_event = L1_1
return L0_1
