local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "BattlePassLevelPanelBinder"
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.RPG
  L3_2 = L3_2.Client
  L3_2 = L3_2.LocalizedText
  L4_2 = "Level/LevelNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_level = 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.LocalizedText
  L4_2 = "ProgressPanel/CurrentExperience/Num1"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_level_exp = 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.LocalizedText
  L4_2 = "ProgressPanel/CurrentExperience/Num2"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_level_exp_max = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ProgressPanel/CurrentExperience"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.layout_level_exp = 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.LocalizedText
  L4_2 = "ProgressPanel/WeekExperience/Num1"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_week_exp = 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.LocalizedText
  L4_2 = "ProgressPanel/WeekExperience/Num2"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_week_exp_max = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ProgressPanel/WeekExperience"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.layout_week_exp = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ProgressPanel/WeekExperience"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_week_exp = 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 = "ProgressPanel/Progressbar/Progress"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.bar_exp = 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.CustomButton
  L4_2 = "BtnPay"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_buy_level = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "BtnPay"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_buy_level = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Max"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_max = 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 = "ProgressPanel/Progressbar/ProgressEff"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_add = 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 = "ProgressPanel/LeftTime/RemainTime"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.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.MonoPerformanceUITransfer
  L4_2 = "ProgressPanel/Progressbar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_tick = L1_2
end
L0_1._on_bind = L1_1
return L0_1
