// Creates a new game object and adds the given type as a new component on it public BindingConditionSetter ToTransientGameObject() { if (!ContractType.DerivesFrom(typeof(Component))) { throw new ZenjectBindException( "Expected UnityEngine.Component derived type when binding type '{0}'".Fmt(ContractType.Name())); } return(ToProvider(new GameObjectTransientProvider(ContractType))); }
public BindingConditionSetter ToSingle(string concreteIdentifier) { #if !ZEN_NOT_UNITY3D if (ContractType.DerivesFrom(typeof(Component))) { throw new ZenjectBindException( "Should not use ToSingle for Monobehaviours (when binding type '{0}'), you probably want either ToLookup or ToSinglePrefab or ToSingleGameObject" .Fmt(ContractType.Name())); } #endif return(ToProvider(_singletonMap.CreateProviderFromType(concreteIdentifier, ContractType))); }
public BindingConditionSetter ToTransient() { #if !ZEN_NOT_UNITY3D if (ContractType.DerivesFrom(typeof(Component))) { throw new ZenjectBindException( "Should not use ToTransient for Monobehaviours (when binding type '{0}'), you probably want either ToLookup or ToTransientFromPrefab" .Fmt(ContractType.Name())); } #endif return(ToProvider(new TransientProvider(ContractType))); }