local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Components.ActivityMonopolyMiniGameRuleTipPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Components.ActivityMonopolyMiniGameRuleTipPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Components.ActivityMonopolyMiniGameBetPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Gacha.ActivityMonopolyMiniGameBetPanelGachaBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Components.ActivityMonopolyMiniGameResultPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Components.ActivityMonopolyMiniGameResultPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Gacha.ActivityMonopolyMiniGameGachaSlotsPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MiniGamePage.Gacha.ActivityMonopolyMiniGameGachaSlotsPanelBinder"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MainPage.Components.ActivityMonopolyBuffOverviewBtnPanel"
L0_1(L1_1)
L0_1 = require
L1_1 = "Ui.ActivityMonopoly.MainPage.Components.ActivityMonopolyBuffOverviewBtnPanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ActivityMonopolyMiniGameGachaBPageBinder"
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/Monopoly/MonopolyMiniGameGachaBPage.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, L5_2, L6_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.ActivityMonopolyMiniGameRuleTipPanel
  L4_2 = G
  L4_2 = L4_2.ActivityMonopolyMiniGameRuleTipPanelBinder
  L5_2 = "Root/PanelContent/BtnRuleTip"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_rule_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.ActivityMonopolyMiniGameBetPanel
  L4_2 = G
  L4_2 = L4_2.ActivityMonopolyMiniGameBetPanelGachaBinder
  L5_2 = "Root/PanelContent"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_bet = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.ActivityMonopolyMiniGameResultPanel
  L4_2 = G
  L4_2 = L4_2.ActivityMonopolyMiniGameResultPanelBinder
  L5_2 = "Root/PanelContent/ResultPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_result = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.ActivityMonopolyMiniGameGachaSlotsPanel
  L4_2 = G
  L4_2 = L4_2.ActivityMonopolyMiniGameGachaSlotsPanelBinder
  L5_2 = "Root/PanelContent/MachinePanel/Contents"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_slots = 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.Animation
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_root = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.TopBarAreaPanel
  L4_2 = G
  L4_2 = L4_2.TopBarAreaPanelBinder
  L5_2 = "Root/TopBarArea"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_top_bar = L1_2
  L1_2 = {}
  L3_2 = A0_2
  L2_2 = A0_2._safe_get_cmpt
  L4_2 = CS
  L4_2 = L4_2.UnityEngine
  L4_2 = L4_2.UI
  L4_2 = L4_2.Text
  L5_2 = "Root/PanelContent/BtnRuleTip/Root/TipList1/Diagram4/ActiveHint/TextPanel/NumText"
  L2_2 = L2_2(L3_2, L4_2, L5_2)
  L4_2 = A0_2
  L3_2 = A0_2._safe_get_cmpt
  L5_2 = CS
  L5_2 = L5_2.UnityEngine
  L5_2 = L5_2.UI
  L5_2 = L5_2.Text
  L6_2 = "Root/PanelContent/BtnRuleTip/Root/TipList1/Diagram4/TextPanel/NumText"
  L3_2, L4_2, L5_2, L6_2 = L3_2(L4_2, L5_2, L6_2)
  L1_2[1] = L2_2
  L1_2[2] = L3_2
  L1_2[3] = L4_2
  L1_2[4] = L5_2
  L1_2[5] = L6_2
  A0_2.txts_max_bonus = 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.Animation
  L4_2 = "Root/PanelContent/BtnRuleTip/Root/TipList1/Diagram4"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_bonus = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.ActivityMonopolyBuffOverviewBtnPanel
  L4_2 = G
  L4_2 = L4_2.ActivityMonopolyBuffOverviewBtnPanelHudBinder
  L5_2 = "Root/BtnBuff"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.panel_buff = L1_2
end
L0_1._on_bind = L1_1
return L0_1
