local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "HeliobusPopulationPhaseUpgradeDialogBinder"
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/HeliobusStagePromotionDialog.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.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/TitlePanel/PhaseInfo/PhasePrev/NumText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_prev_phase = 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/TitlePanel/PhaseInfo/PhaseNext/NumText"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_next_phase = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/Root/NoMissionHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_no_mission_hint = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/Root/TipPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_no_mission_time = 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/InfoPanel/Root/TipPanel/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.remain_time_mission = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/Root/MissionHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_mission_hint = 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/InfoPanel/Root/MissionHint/MissionInfo/NaviIcon/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_mission_icon = 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/Root/MissionHint/MissionInfo/MissionName"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_mission_name = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Bg/BtnEmptyClose/HintPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg_exit = 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_mission = L1_2
end
L0_1._on_bind = L1_1
return L0_1
