local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "FantasticStoryParagraphCardPanelBinder"
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/FantasticStory/Widget/AnecdoteItem.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/NamePanel/NameText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_paragraph_name = 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/TipPanel/TipText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_paragraph_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/LockPanel/Tips/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_lock_tips = 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/BtnPanel/Finish/ScorePanel/TextPanel/TextPanel/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_score = 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/BtnPanel/Finish/ScorePanel/CommonRankHint/RankText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_rank = 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/PicPanel/Pic"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_pic = 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/BtnPanel/Finish/ScorePanel/CommonRankHint/Bg"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_rank = 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.MonoRemainTimer
  L4_2 = "Root/OpenTime/Text/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_remain_timer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/LockPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_lock_text = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/OpenTime"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_lock_timer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/TipPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_unlock = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BtnPanel/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
  L3_2 = "Root/BtnPanel/BtnTrace"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_trace = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BtnPanel/BtnChallenge"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_go = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/PicPanel/Pic"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_img_pic = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BtnPanel/Finish/ScorePanel/CommonRankHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_rank = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BtnPanel/Finish/ScorePanel/Bg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_rank_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.Button
  L4_2 = "Root/BtnPanel/BtnTrace"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_trace = 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/BtnPanel/BtnChallenge"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_go = 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_find
  L3_2 = "Root/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.red_dot = 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"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_root = 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.MonoInControlTip
  L4_2 = "Root/BtnPanel/BtnChallenge/TextPanel/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_incontrol_tip_btn_challenge = 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.MonoInControlTip
  L4_2 = "Root/BtnPanel/BtnTrace/TextPanel/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_incontrol_tip_btn_trace = L1_2
end
L0_1._on_bind = L1_1
return L0_1
