local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "WolfBroShootingIntegralPanelBinder"
L2_1 = G
L2_1 = L2_1.UIBinder
L0_1 = L0_1(L1_1, L2_1)
L1_1 = 8
function L2_1(A0_2)
  local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_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 = ""
  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_find
  L3_2 = "AddIntegralPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_add_integral_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.Text
  L4_2 = "AddIntegralPanel/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_add = 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 = "AddIntegralPanel/MinusNum"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_minus = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "RankPanel/Rank"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_rank = L1_2
  L1_2 = {}
  A0_2.node_rank_list = L1_2
  L1_2 = A0_2.node_rank_list
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "RankPanel/Rank/RankText_SS"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[1] = L2_2
  L1_2 = A0_2.node_rank_list
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "RankPanel/Rank/RankText_S"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[2] = L2_2
  L1_2 = A0_2.node_rank_list
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "RankPanel/Rank/RankText_A"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[3] = L2_2
  L1_2 = A0_2.node_rank_list
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "RankPanel/Rank/RankText_B"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[4] = L2_2
  L1_2 = A0_2.node_rank_list
  L3_2 = A0_2
  L2_2 = A0_2._safe_find
  L4_2 = "RankPanel/Rank/RankText_C"
  L2_2 = L2_2(L3_2, L4_2)
  L1_2[5] = L2_2
  L1_2 = {}
  A0_2.node_integral_digital_item_list = L1_2
  L1_2 = L1_1
  L2_2 = 1
  L3_2 = -1
  for L4_2 = L1_2, L2_2, L3_2 do
    L6_2 = A0_2
    L5_2 = A0_2._safe_find
    L7_2 = string
    L7_2 = L7_2.format
    L8_2 = "Info/ScoreValue/%s"
    L9_2 = L4_2 - 1
    L7_2, L8_2, L9_2 = L7_2(L8_2, L9_2)
    L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2)
    L6_2 = A0_2.node_integral_digital_item_list
    L6_2[L4_2] = L5_2
  end
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ChallengePanel/StatusPanel/Empty"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_empty = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ChallengePanel/StatusPanel/Failure"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_fail = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "ChallengePanel/StatusPanel/Success"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_success = 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 = "ChallengePanel/Score"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_target_score = L1_2
  L1_2 = A0_2.node_empty
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = false
  L1_2(L2_2, L3_2)
end
L0_1._on_bind = L2_1
return L0_1
