local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "HeliobusActionDayResultDialogBinder"
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/Heliobus/HeliobusSNSPostResultDialog.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_find
  L3_2 = "Root/BtnPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_btn_panel = 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.AnimatorButton
  L4_2 = "Root/BtnPanel/BtnGoMission"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_go_to = 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.AnimatorButton
  L4_2 = "Root/BtnPanel/BtnClose"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_close = 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._safe_get_cmpt
  L3_2 = CS
  L3_2 = L3_2.UnityEngine
  L3_2 = L3_2.CanvasGroup
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.canvas_group = 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.AnimatorButton
  L4_2 = "Bg/BtnEmptyClose"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_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.Text
  L4_2 = "Root/InfoPanel/NumPanel/CurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_fans = 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/InfoPanel/ProgressInfoRow/TargetNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_pop_next_phase_fans = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/ProgressInfoRow/ProgressBar"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_exp_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_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.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/InfoPanel/ItemList/PointCount/ItemIcon/NumberText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_bonus_incomes = 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/InfoPanel/ItemList/FollowerCount/ItemIcon/NumberText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_bonus_fans = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/ItemList/SkillCount"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_skill = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/HintPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_hint = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/NewMissionHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_new_mission_post_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_root = L1_2
end
L0_1._on_bind = L1_1
return L0_1
