//
// 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());
}
}