local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AdventureMissionHintPanelBinder"
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/AdventureMissionStatusHint.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
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/MissionStatusHintPanel/Content/New"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_new_mission = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/MissionStatusHintPanel/Content/Update"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_update_mission = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Contents/MissionStatusHintPanel/Content/Complete"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_finish_mission = 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 = "Contents/MissionStatusHintPanel/Content/New/HintTxt/MissionStatusIcon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_mission_icon_new = 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 = "Contents/MissionStatusHintPanel/Content/New/HintTxt/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_mission_tips_new = 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 = "Contents/MissionStatusHintPanel/Content/New/MissionTitle/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_main_mission_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 = "Contents/MissionStatusHintPanel/Content/Update/MissionTitle/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_main_mission_name_update = 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 = "Contents/MissionStatusHintPanel/Content/Complete/MissionTitle/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_main_mission_name_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 = "Contents"
  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 = "Contents"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_event = L1_2
  L1_2 = {}
  A0_2.node_update_missions = L1_2
  L1_2 = A0_2.node_update_missions
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Contents/SubMissionPanel/MissionProgress1"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[1] = L2_2
  L1_2 = A0_2.node_update_missions
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Contents/SubMissionPanel/MissionProgress2"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[2] = L2_2
  L1_2 = A0_2.node_update_missions
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "Contents/SubMissionPanel/MissionProgress3"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[3] = L2_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 = "Contents/NaviHint"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_track = L1_2
end
L0_1._on_bind = L1_1
