local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AetherDivideGymInfoPanelBinder"
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.Button
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_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.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/InfoPanel/Unlock/TextGymName"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_unlock_gym_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.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/InfoPanel/Locked/TextGymName"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_locked_gym_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.Animation
  L4_2 = "Root"
  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.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.RPGAnimationEvent
  L4_2 = "Root"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_controller = 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/Locked/RemainTimeIcon/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_remain_timer = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/IconPanel/IconPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_icon = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/IconPanel/LockedPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_locked_panel = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/IconPanel/InProgressPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_progress = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/InProgressPanel/IconTask"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_mission_hint = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/InProgressPanel/IconTask/MapSymbolIcon/Button/MissionLoopHint_Map"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_tracking = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/InProgressPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_doing = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/Unlock/Bg/StarList"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_star_list = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/ProgressBarPanel/Unfinished"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_unfinished = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/ProgressBarPanel/Finished"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_finished = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/Locked"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_locked_name = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/Unlock"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_unlock_name = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/InfoPanel/Locked/RemainTimeIcon"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_remain_timer = 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.StaticListView
  L4_2 = "Root/InfoPanel/Unlock/Bg/StarList"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.star_list = L1_2
end
L0_1._on_bind = L1_1
return L0_1
