local L0_1, L1_1, L2_1
L0_1 = G
L0_1 = L0_1.Class
L1_1 = "WolfBroShootingPuzzlePageBinder"
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/Maze/MiniGame/ShootingTarget/MiniGameShootingTargetMainPage.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 = "Root/Contents/StartPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_start_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.Animation
  L4_2 = "Root/Contents/StartPanel/MakeFilmStart"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.animation_count_down = 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/Contents/StartPanel/MakeFilmStart"
  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/Contents/StartPanel/MakeFilmStart/Root/TargetPanel/Info/Num"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.text_target_num = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_hud_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.Button
  L4_2 = "Root/Contents/HudPanel/BtnPausePanel/BtnPause"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_pause = 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.Button
  L4_2 = "Root/Contents/HudPanel/BottomPanel/PCShootingSkillPanel/BtnShoot"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_shoot = 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.Button
  L4_2 = "Root/Contents/HudPanel/BottomPanel/PCShootingSkillPanel/BtnSkill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.btn_skill = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/CountDownPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_count_down = 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.Animator
  L4_2 = "Root/Contents/HudPanel/BottomPanel/PCShootingSkillPanel/BtnSkill"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.animator_skill = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/IntegralPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_integral = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/JoystickRoot"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_joy_stick = 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 = "Root/Contents/HudPanel/BottomPanel/PCShootingSkillPanel/BtnSkill/Root/ProgressBarPanel/ProgressMask"
  L1_2 = L1_2(L2_2, L3_2, L4_2)
  A0_2.fill_progress_energy = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/BottomPanel/PCShootingSkillPanel/BtnSkill/Root/ProgressBarPanel/MarkGlow"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_energy_cursor = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/ScoreContainer"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_score_container = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/BossHPContainer"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_boss_hp_container = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/TargetCounterPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_life = L1_2
  L2_2 = A0_2
  L1_2 = A0_2._safe_find
  L3_2 = "Root/Contents/HudPanel/TargetCounterPanel/TargetListPanel"
  L1_2 = L1_2(L2_2, L3_2)
  A0_2.node_life_list = L1_2
  L1_2 = A0_2.node_joy_stick
  L2_2 = L1_2
  L1_2 = L1_2.SafeSetActive
  L3_2 = G
  L3_2 = L3_2.Utils
  L3_2 = L3_2.is_pc_layout
  L3_2 = L3_2()
  L3_2 = not L3_2
  L1_2(L2_2, L3_2)
end
L0_1._on_bind = L1_1
return L0_1
