Drop the duplicate Manager, use inkwell's
ci/woodpecker/push/ebitengine Pipeline was successful

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:
2026-08-30 09:51:17 +02:00
co-authored by Claude Opus 5
parent da1410cb4a
commit 07312f0f29
15 changed files with 47 additions and 136 deletions
+2 -2
View File
@@ -6,11 +6,11 @@ import (
type Scene = inkwell.Scene
var SceneManager = NewManager(func(entity Scene) string { return entity.Name })
var SceneManager = inkwell.NewManager[Scene]()
func registerScene() {
fillSelectorPins()
registerAll(SceneManager, func(entity Scene) {
SceneManager.Each(func(entity Scene) {
World.G.SceneManager.Register(sceneDefaults(entity))
})
}