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>
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@@ -6,4 +6,4 @@ import (
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type Item = inkwell.Item
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var ItemManager = NewManager(func(entity Item) string { return entity.Name })
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var ItemManager = inkwell.NewManager[Item]()
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