local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.Avatar.SwitchHeroBasicTypeHintDialogBinder"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "SwitchHeroBasicTypeHintDialog"
L2_1 = G
L2_1 = L2_1.UIController
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2
  L1_2 = G
  L1_2 = L1_2.ImportCsToLua
  L1_2 = L1_2.CS_RPG_Client_UILayer_Dialog
  A0_2._ui_layer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_binder
  L3_2 = G
  L3_2 = L3_2.SwitchHeroBasicTypeHintDialogBinder
  L1_2 = L1_2(L2_2, L3_2)
  A0_2._binder = L1_2
  A0_2._is_resp_esc = false
end
L0_1.ctor = L1_1
function L1_1(A0_2, A1_2)
  local L2_2, L3_2, L4_2
  A0_2._hero_basic_type = A1_2
  L2_2 = #A1_2
  L3_2 = CS
  L3_2 = L3_2.RPG
  L3_2 = L3_2.GameCore
  L3_2 = L3_2.AvatarExcelTable
  L3_2 = L3_2.GetData
  L4_2 = L2_2
  L3_2 = L3_2(L4_2)
  A0_2._avatar_row = L3_2
end
L0_1.init = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2
  L1_2 = A0_2._binder
  L1_2 = L1_2.animation_event
  L2_2 = L1_2
  L1_2 = L1_2.AddAnimationEvent
  L3_2 = "ProfessionSwitchHintDialog_FadeIn"
  function L4_2()
    local L0_3, L1_3
    L0_3 = A0_2
    L1_3 = L0_3
    L0_3 = L0_3.exit
    L0_3(L1_3)
  end
  L1_2(L2_2, L3_2, L4_2)
end
L0_1._on_load = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
  L1_2 = CS
  L1_2 = L1_2.RPG
  L1_2 = L1_2.GameCore
  L1_2 = L1_2.AvatarBaseTypeExcelTable
  L1_2 = L1_2.GetData
  L2_2 = A0_2._avatar_row
  L2_2 = L2_2.AvatarBaseType
  L1_2 = L1_2(L2_2)
  L3_2 = A0_2
  L2_2 = A0_2.load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.image_icon
  L5_2 = L1_2.BaseTypeIcon
  L2_2(L3_2, L4_2, L5_2)
  L3_2 = A0_2
  L2_2 = A0_2.load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.image_icon_light
  L5_2 = L1_2.BaseTypeIcon
  L2_2(L3_2, L4_2, L5_2)
  L3_2 = A0_2
  L2_2 = A0_2.load_sprite_to
  L4_2 = A0_2._binder
  L4_2 = L4_2.image_light
  L5_2 = L1_2.BaseTypeIcon
  L2_2(L3_2, L4_2, L5_2)
  L2_2 = A0_2._binder
  L2_2 = L2_2.text_name
  L3_2 = L2_2
  L2_2 = L2_2.SafeSetTextID
  L4_2 = "UIText_HeroPath_Switched_Toast"
  L5_2 = G
  L5_2 = L5_2.TextmapStatic
  L5_2 = L5_2.GetText
  L6_2 = L1_2.BaseTypeText
  L5_2, L6_2 = L5_2(L6_2)
  L2_2(L3_2, L4_2, L5_2, L6_2)
end
L0_1._setup_view = L1_1
return L0_1
