local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AvatarPromotionStatusPanelBinder"
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.Text
  L4_2 = "Lv/StatusDetailInfoCompare/StatusDetail/StatusCurrentNum"
  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 = "Lv/StatusDetailInfoCompare/StatusDetail/StatusNextNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_level_next = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Lv"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_level_up = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Speed"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_speed = 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 = "HP/StatusDetailInfoCompare/StatusDetail/StatusCurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_hp = 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 = "Attack/StatusDetailInfoCompare/StatusDetail/StatusCurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_attack = 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 = "Defence/StatusDetailInfoCompare/StatusDetail/StatusCurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_defense = 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 = "Speed/StatusDetailInfoCompare/StatusDetail/StatusCurrentNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_speed = 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 = "HP/StatusDetailInfoCompare/StatusDetail/StatusNextNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_hp_next = 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 = "Attack/StatusDetailInfoCompare/StatusDetail/StatusNextNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_attack_next = 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 = "Defence/StatusDetailInfoCompare/StatusDetail/StatusNextNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_defense_next = 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 = "Speed/StatusDetailInfoCompare/StatusDetail/StatusNextNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_speed_next = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "HP/StatusDetailInfoCompare/StatusDetail/IconArrow/Up"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_hp_up = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Attack/StatusDetailInfoCompare/StatusDetail/IconArrow/Up"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_attack_up = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Defence/StatusDetailInfoCompare/StatusDetail/IconArrow/Up"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_defense_up = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Speed/StatusDetailInfoCompare/StatusDetail/IconArrow/Up"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_speed_up = L1_2
end
L0_1._on_bind = L1_1
function L1_1(A0_2)
  local L1_2
  A0_2.text_level = nil
  A0_2.text_level_next = nil
  A0_2.node_level_up = nil
  A0_2.text_hp = nil
  A0_2.text_attack = nil
  A0_2.text_defense = nil
  A0_2.text_speed = nil
  A0_2.text_hp_next = nil
  A0_2.text_attack_next = nil
  A0_2.text_defense_next = nil
  A0_2.text_speed_next = nil
  A0_2.node_hp_up = nil
  A0_2.node_attack_up = nil
  A0_2.node_defense_up = nil
  A0_2.node_speed_up = nil
end
L0_1._on_dispose = L1_1
return L0_1
