local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "TeamMemberIconChibiPanelBinder"
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/TeamMemberIconChibi.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.Button
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn = 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.MonoInControlButton
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_in_control_button = 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.LongPressEvent
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.long_press_event = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._create_panel
  L3_2 = G
  L3_2 = L3_2.BuffIconPanel
  L4_2 = G
  L4_2 = L4_2.BuffIconPanelBinder
  L5_2 = "Root/BuffPanel"
  L1_2 = L1_2(L2_2, L3_2, L4_2, L5_2)
  A0_2.buff_icon_panel = 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 = "Root/HeadIcon/Icon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_icon = 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/NameTxt/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_name = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BG1"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.leader_mark = 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.ParticleSystemProxy
  L4_2 = "Root/EffectPanel/SelectHintParticle"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.leader_effect1 = 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.ParticleSystemProxy
  L4_2 = "Root/EffectPanel/SelectHintParticle/ParticleSystem"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.leader_effect2 = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/BG2"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.member_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/UltraSPInfoWithNature"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_normal_sp_icon = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/SpecialUltraSPInfoContainer"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_special_sp_icon = 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.SPProgress
  L4_2 = "Root/UltraSPInfoWithNature/InCharge/Progress"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.progress_sp = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/UltraSPInfoWithNature/Max"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_maxsp = 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 = "Root/UltraSPInfoWithNature/Max/ProgressBar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_maxsp = 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.HPBar
  L4_2 = "Root/HPInfo/Fill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_hp = 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.HPBar
  L4_2 = "Root/HPInfo/RedFill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_hp_danger = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/EffectPanel/Heal"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_heal = 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 = "Root/UltraSPInfoWithNature/OutlineProgress/ProgressBar"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.outline_progress = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/TrialMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_trial_mark = 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/TrialMark/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_trial_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StoryTrialMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_story_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/SupportMark"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_support_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/UltraSPInfoWithNature/EffContainerFront"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_effect_container_front = 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 = "Root/UltraSPInfoWithNature/SpIcon/SkillIcon"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_sp_icon = 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 = "Root/UltraSPInfoWithNature/SpIcon/SkillIcon_UltraOn"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_sp_icon_ultra_on = 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/UltraSPInfoWithNature"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_nature = 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.MonoInControlTip
  L4_2 = "Root/KeyMapInfo"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.mono_in_control_tip = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/LevelUpHint"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_level_up_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.Animation
  L4_2 = "Root/LevelUpHint"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.anim_level_up_hint = 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/LevelUpHint"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.animation_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.UI
  L3_2 = L3_2.Text
  L4_2 = "Root/LevelUpHint/PreLevel/Level"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_pre_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 = "Root/LevelUpHint/NextLevel/Level"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_next_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.CanvasGroup
  L4_2 = "Root"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.alpha_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.CustomButton
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.custom_button = 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 = "CoolTimeMask/Mask/Progress"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.cool_down_progressbar = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "CoolTimeMask"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.cool_node = 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 = "CoolTimeMask/Time"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.cooldown_text = L1_2
end
L0_1._on_bind = L1_1
return L0_1
