// // Generated by UI Creator. Do not edit; your changes are lost on the next export. // using Uigenx; using UnityEngine; namespace Game.UI.Generated { /// /// Maps a screen key to its class with a plain switch. No reflection, so the linker can see /// every screen type and IL2CPP keeps them. /// public sealed partial class UgxScreenFactory : IUgxScreenFactory { public bool Contains(string key) => key == HudScreen.Key; public UgxScreen Create(string key) { switch (key) { case HudScreen.Key: return new HudScreen(); default: return null; } } [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] #if UNITY_EDITOR [UnityEditor.InitializeOnLoadMethod] #endif static void Install() => UgxScreens.Install(new UgxScreenFactory()); } }