local L0_1, L1_1, L2_1
L0_1 = require
L1_1 = "Ui.RogueDLC.ChessRogue.Missions.Components.ChessRogueReplayVirtualCursorPanel"
L0_1(L1_1)
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "ChessRogueMainMissionReplayPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2
  L1_2 = "Root/ScrollView/Viewport/Content/BtnMainStoryPart"
  L2_2 = 13
  L3_2 = {}
  A0_2.main_mission_roots = L3_2
  L3_2 = 1
  L4_2 = L2_2
  L5_2 = 1
  for L6_2 = L3_2, L4_2, L5_2 do
    L7_2 = A0_2.main_mission_roots
    L9_2 = A0_2
    L8_2 = A0_2._safe_find
    L10_2 = L1_2
    L11_2 = tostring
    L12_2 = L6_2
    L11_2 = L11_2(L12_2)
    L10_2 = L10_2 .. L11_2
    L8_2 = L8_2(L9_2, L10_2)
    L7_2[L6_2] = L8_2
  end
  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/MainStoryTotalProgress/TextValueMainStoryTotalProgress"
  L3_2 = L3_2(L4_2, L5_2, L6_2)
  A0_2.progress_txt = L3_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.Button
  L6_2 = "Root/TotalReward/BtnMainStory"
  L3_2 = L3_2(L4_2, L5_2, L6_2)
  A0_2.btn_reward_dialog = L3_2
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "Root/TotalReward/BtnMainStory/RedDot"
  L3_2 = L3_2(L4_2, L5_2)
  A0_2.node_reddot_reward = L3_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.ScrollRect
  L6_2 = "Root/ScrollView"
  L3_2 = L3_2(L4_2, L5_2, L6_2)
  A0_2.scroll_rect = L3_2
  L4_2 = A0_2
  L3_2 = A0_2._safe_find
  L5_2 = "Root/ScrollView/Viewport/Content"
  L3_2 = L3_2(L4_2, L5_2)
  A0_2.content_rect_transform = L3_2
  L4_2 = A0_2
  L3_2 = A0_2._create_panel
  L5_2 = G
  L5_2 = L5_2.ChessRogueReplayVirtualCursorPanel
  L6_2 = G
  L6_2 = L6_2.ChessRogueReplayVirtualCursorPanelBinder
  L7_2 = "Root/ScrollView/Viewport/RogueVirtualCursor"
  L8_2 = nil
  L9_2 = nil
  L10_2 = A0_2.btn_reward_dialog
  L10_2 = L10_2.transform
  L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2)
  A0_2.cursor_panel = L3_2
  L4_2 = A0_2
  L3_2 = A0_2._safe_get_cmpt
  L5_2 = CS
  L5_2 = L5_2.RPG
  L5_2 = L5_2.Client
  L5_2 = L5_2.MonoUIFocusHelper
  L6_2 = "Root/ScrollView"
  L3_2 = L3_2(L4_2, L5_2, L6_2)
  A0_2.focus_helper = L3_2
end
L0_1._on_bind = L1_1
return L0_1
