The engine already had the registry the game was reimplementing: inkwell.Manager[T Named], and every entity type here is an alias of an engine struct, so they all carry GetName() already. manager.manager.go and manager.interface.go are gone; a category manager is now one call to inkwell.NewManager. registerAll goes with it — Each does the hand-off — and the selector writes its derived pins back with Set, which keeps the scene in place in the registration order. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,10 +1,10 @@
|
||||
package inc
|
||||
|
||||
func registerContent() {
|
||||
registerAll(BackgroundManager, World.G.AssetManager.Register)
|
||||
registerAll(CharacterManager, World.G.CharacterManager.Register)
|
||||
registerAll(ItemManager, World.G.ItemManager.Register)
|
||||
registerAll(DialogManager, World.G.DialogueManager.Register)
|
||||
registerAll(ScriptManager, World.G.ScriptManager.Register)
|
||||
BackgroundManager.Each(World.G.AssetManager.Register)
|
||||
CharacterManager.Each(World.G.CharacterManager.Register)
|
||||
ItemManager.Each(World.G.ItemManager.Register)
|
||||
DialogManager.Each(World.G.DialogueManager.Register)
|
||||
ScriptManager.Each(World.G.ScriptManager.Register)
|
||||
registerScene()
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user