local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Talk.HeroPathUpdatePanelBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "HeroPathUpdatePanel"
L2_1 = G
L2_1 = L2_1.BasePanel
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2
end
L0_1.ctor = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L2_2 = A0_2
  L1_2 = A0_2.safe_set_active
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2, A1_2, A2_2)
  local L3_2, L4_2, L5_2, L6_2, L7_2
  L4_2 = A0_2
  L3_2 = A0_2.safe_set_active
  L5_2 = false
  L3_2(L4_2, L5_2)
  L4_2 = A0_2
  L3_2 = A0_2.safe_set_active
  L5_2 = true
  L3_2(L4_2, L5_2)
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.AvatarBaseTypeExcelTable
  L3_2 = L3_2.GetData
  L4_2 = A1_2.Row
  L4_2 = L4_2.AvatarBaseType
  L3_2 = L3_2(L4_2)
  L5_2 = A0_2
  L4_2 = A0_2._async_load_sprite_to
  L6_2 = A0_2._binder
  L6_2 = L6_2.img_path_icon
  L7_2 = L3_2.BaseTypeIconPathTalk
  L4_2(L5_2, L6_2, L7_2)
  L4_2 = A0_2._binder
  L4_2 = L4_2.txt_added_exp
  L5_2 = L4_2
  L4_2 = L4_2.SafeSetText
  L6_2 = A2_2
  L4_2(L5_2, L6_2)
end
L0_1.setup_view = L1_1
return L0_1
