local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "MissionProgressPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
function L1_1()
  local L0_2, L1_2
  L0_2 = "UI/Adventure/Widget/MissionProgressRow.prefab"
  return L0_2
end
L0_1.get_prefab_path = L1_1
function L1_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_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 = "TaskName"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_mission_name = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Progress"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_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.UI
  L3_2 = L3_2.Text
  L4_2 = "Progress/ObtainedNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_cur_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.UI
  L3_2 = L3_2.Text
  L4_2 = "Progress/ClaimNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_total_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.UI
  L3_2 = L3_2.Image
  L4_2 = "Status/StatusFinish"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.img_status_finish = 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 = ""
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.anim_progress_update = 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 = ""
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.anim_event = 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 = ""
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.canvas_bg = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ProgressHint"
  L4_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.node_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 = "Status/StatusUnfinish"
  L5_2 = false
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.img_status_in_progress = L1_2
end
L0_1._on_bind = L1_1
