Add Burglin' Gnomes BepInEx ultrawide UI plugin
Config-driven so values are tunable without recompiling or pasting console scripts. Camera is deliberately untouched - it is orthographic with constant orthographicSize, which is already correct Hor+ at 32:9. Fixes the two UI families separately, each via the lever that actually works: - HUD (ScreenSpaceOverlay/ScaleWithScreenSize): match=1 + referenceResolution.y raised by HudScale, shrinking the HUD while giving the layout more room. - World labels (WorldSpace): canvas transform localScale, because CanvasScaler.scaleFactor is overwritten by HandleWorldCanvas every frame. Baselines are cached per canvas so periodic re-apply never compounds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using BepInEx;
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using BepInEx.Configuration;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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namespace BurglinGnomes.UltraWideFix
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{
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/// <summary>
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/// Ultrawide UI fix for Burglin' Gnomes (Unity 6, Mono).
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///
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/// The camera needs no patching: it is orthographic with a constant
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/// orthographicSize (5.0), so a wider display already shows proportionally
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/// more world (visible width 17.8 -> 35.6 going 16:9 -> 32:9). That is
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/// correct Hor+ behaviour.
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///
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/// The actual problem is UI scaling:
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/// * HUD canvases (ScreenSpaceOverlay + ScaleWithScreenSize) ship
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/// matchWidthOrHeight = 0.453, which is width-biased. At 5120px wide that
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/// yields scaleFactor 1.948 and a ballooned HUD. Matching HEIGHT (1.0)
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/// gives 1.333, and raising referenceResolution.y shrinks it further
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/// while giving the layout MORE logical room (cures overlapping text).
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/// * World-space label canvases (NamePlate, ...) are NOT affected by
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/// CanvasScaler.scaleFactor - CanvasScaler.HandleWorldCanvas() overwrites
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/// it with dynamicPixelsPerUnit every frame. Their size comes from the
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/// canvas transform's localScale, so that is what we scale.
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/// </summary>
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[BepInPlugin(PluginGuid, PluginName, PluginVersion)]
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public class UltraWideFixPlugin : BaseUnityPlugin
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{
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public const string PluginGuid = "com.programmingpug.burglingnomes.ultrawidefix";
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public const string PluginName = "Burglin' Gnomes UltraWide Fix";
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public const string PluginVersion = "1.0.0";
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private ConfigEntry<bool> _enabled;
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private ConfigEntry<float> _match;
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private ConfigEntry<float> _hudScale;
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private ConfigEntry<float> _worldScale;
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private ConfigEntry<float> _designHeight;
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private ConfigEntry<bool> _verbose;
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// Baselines captured once per canvas so repeated applies never compound.
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private readonly System.Collections.Generic.Dictionary<int, Vector2> _refBaseline
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= new System.Collections.Generic.Dictionary<int, Vector2>();
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private readonly System.Collections.Generic.Dictionary<int, Vector3> _scaleBaseline
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= new System.Collections.Generic.Dictionary<int, Vector3>();
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private float _timer;
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private void Awake()
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{
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_enabled = Config.Bind("General", "Enabled", true,
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"Master switch for the ultrawide UI fix.");
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_match = Config.Bind("HUD", "MatchWidthOrHeight", 1.0f,
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new ConfigDescription(
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"CanvasScaler match for HUD canvases. 0 = scale by width, 1 = by height. " +
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"Keep at 1 for ultrawide; lower values re-introduce width scaling and " +
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"cramp the layout vertically.",
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new AcceptableValueRange<float>(0f, 1f)));
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_hudScale = Config.Bind("HUD", "HudScale", 0.85f,
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new ConfigDescription(
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"HUD size multiplier. Below 1 shrinks the HUD AND gives the layout more " +
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"logical room, which is what cures overlapping text. 1 = stock size.",
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new AcceptableValueRange<float>(0.4f, 1.5f)));
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_designHeight = Config.Bind("HUD", "DesignHeight", 1080f,
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"The game's design reference height. Do not change unless you know why.");
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_worldScale = Config.Bind("World", "WorldLabelScale", 1.0f,
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new ConfigDescription(
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"Size multiplier for in-world labels (nameplates). At 32:9 you see twice " +
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"as much world, so more labels are on screen and can collide; lower this " +
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"to shrink them. 1 = stock size.",
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new AcceptableValueRange<float>(0.3f, 1.5f)));
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_verbose = Config.Bind("Debug", "Verbose", false,
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"Log every canvas adjustment.");
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SceneManager.sceneLoaded += (_, __) => Apply();
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Logger.LogInfo($"{PluginName} {PluginVersion} loaded.");
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}
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private void Start() => Apply();
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// Canvases are created lazily (menus, popups), so re-apply periodically.
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private void Update()
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{
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_timer += Time.unscaledDeltaTime;
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if (_timer < 2f) return;
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_timer = 0f;
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Apply();
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}
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private void Apply()
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{
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if (!_enabled.Value) return;
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foreach (var cs in FindObjectsOfType<CanvasScaler>())
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{
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var canvas = cs.GetComponent<Canvas>();
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if (canvas == null) continue;
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int id = cs.GetInstanceID();
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if (canvas.renderMode == RenderMode.WorldSpace)
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{
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if (Mathf.Approximately(_worldScale.Value, 1f)) continue;
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if (!_scaleBaseline.TryGetValue(id, out var base3))
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{
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base3 = cs.transform.localScale;
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_scaleBaseline[id] = base3;
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}
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var want = base3 * _worldScale.Value;
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if (cs.transform.localScale != want)
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{
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cs.transform.localScale = want;
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if (_verbose.Value)
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Logger.LogInfo($"World '{cs.name}' localScale {base3} -> {want}");
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}
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continue;
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}
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if (cs.uiScaleMode != CanvasScaler.ScaleMode.ScaleWithScreenSize) continue;
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if (!_refBaseline.TryGetValue(id, out var baseRef))
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{
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baseRef = cs.referenceResolution;
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_refBaseline[id] = baseRef;
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}
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float targetH = _designHeight.Value / Mathf.Max(0.01f, _hudScale.Value);
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var targetRef = new Vector2(baseRef.x, targetH);
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if (!Mathf.Approximately(cs.matchWidthOrHeight, _match.Value))
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cs.matchWidthOrHeight = _match.Value;
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if (cs.referenceResolution != targetRef)
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{
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cs.referenceResolution = targetRef;
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if (_verbose.Value)
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Logger.LogInfo($"HUD '{cs.name}' ref {baseRef} -> {targetRef} " +
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$"match={_match.Value}");
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}
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}
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}
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}
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}
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@@ -0,0 +1,57 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.1</TargetFramework>
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<AssemblyName>BurglinGnomes.UltraWideFix</AssemblyName>
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<RootNamespace>BurglinGnomes.UltraWideFix</RootNamespace>
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<Version>1.0.0</Version>
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<LangVersion>latest</LangVersion>
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<!-- Plugin references the game's own assemblies; nothing is redistributed. -->
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<AssemblySearchPaths>$(AssemblySearchPaths);$(GameManaged)</AssemblySearchPaths>
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<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
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<GenerateAssemblyInfo>true</GenerateAssemblyInfo>
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<NoWarn>$(NoWarn);CS0436</NoWarn>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="UltraWideFix.cs" />
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</ItemGroup>
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<!--
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GameDir must point at the Burglin' Gnomes install. Override on the CLI:
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dotnet build -c Release -p:GameDir="/path/to/Burglin' Gnomes"
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-->
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<PropertyGroup>
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<GameDir Condition="'$(GameDir)' == ''">/media/ckoch/Data/steam/steamapps/common/Burglin' Gnomes</GameDir>
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<GameManaged>$(GameDir)/Gnomium_Data/Managed</GameManaged>
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<BepInExCore>$(GameDir)/BepInEx/core</BepInExCore>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="BepInEx">
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<HintPath>$(BepInExCore)/BepInEx.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="0Harmony">
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<HintPath>$(BepInExCore)/0Harmony.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine">
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<HintPath>$(GameManaged)/UnityEngine.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.CoreModule">
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<HintPath>$(GameManaged)/UnityEngine.CoreModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.UI">
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<HintPath>$(GameManaged)/UnityEngine.UI.dll</HintPath>
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<Private>false</Private>
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</Reference>
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<Reference Include="UnityEngine.UIModule">
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<HintPath>$(GameManaged)/UnityEngine.UIModule.dll</HintPath>
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<Private>false</Private>
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</Reference>
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</ItemGroup>
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</Project>
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