local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "AvatarHeadIconPanelBinder"
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.Button
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_root = 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.RectTransform
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rect_root = 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/IconPanel/AvatarImg"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.img_avatar = 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.Transform
  L4_2 = "Root/StatusPanel/TrialMark"
  L1_2 = L1_2(L2_2, L3_2, L4_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/StatusPanel/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/RedDot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.go_reddot = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/TeamPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_team_mark = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/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/StatusPanel/TeamPanel/TeamIndex"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_team_num = 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/StatusPanel/TeamPanel/TeamIndex/Text"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.txt_team_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Frame"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_frame = 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/Frame/BgGlow"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rank_bg_glow = 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/Frame/DotRoot/Dot"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.rank_red_dot = 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.AnimatorButton
  L4_2 = ""
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_ani_root = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/StatusPanel/Favorites"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_favorite_mark = L1_2
end
L0_1._on_bind = L1_1
function L1_1(A0_2)
  local L1_2
end
L0_1._on_dispose = L1_1
return L0_1
