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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@@ -6,11 +6,11 @@ import (
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type Scene = inkwell.Scene
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var SceneManager = NewManager(func(entity Scene) string { return entity.Name })
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var SceneManager = inkwell.NewManager[Scene]()
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func registerScene() {
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fillSelectorPins()
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registerAll(SceneManager, func(entity Scene) {
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SceneManager.Each(func(entity Scene) {
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World.G.SceneManager.Register(sceneDefaults(entity))
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})
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}
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