local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TeamMemberInfoPanelBinder"
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
  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 = "DamageType/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_damage_type = 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 = "InfoPanel/Info/LevelPanel/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_level = 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 = "InfoPanel/Info/Name"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_name = 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.Transform
  L4_2 = "HPInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_hp = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "HPInfo/Fill"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_normal_fill = 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.SmoothMask
  L4_2 = "HPInfo/Fill/FillValue"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.smooth_mask_hp_progress = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "HPInfo/RedFill"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_red_fill = 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.SmoothMask
  L4_2 = "HPInfo/RedFill/RedFillValue"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.smooth_mask_red_hp_progress = 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.Transform
  L4_2 = "StatusPanel/TrialMark"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_trial_mark = 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 = "StatusPanel/TrialMark/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_trial_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "StatusPanel/SupportMark"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_assist_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "DamageType/TrialBg"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_bg_trial = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "DamageType/SupportBg"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_bg_assist = 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 = "InfoPanel/Info/ProfessionTypeName/IconProfession"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_icon_profession = 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 = "InfoPanel/Info/ProfessionTypeName/Name"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_profession_name = L1_2
end
L0_1._on_bind = L1_1
function L1_1(A0_2)
  local L1_2
end
L0_1._on_dispose = L1_1
return L0_1
