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
+3 -3
View File
@@ -23,12 +23,12 @@ func init() {
}
func fillSelectorPins() {
selector, ok := SceneManager.GetByName(SceneSelector)
selector, ok := SceneManager.Get(SceneSelector)
if !ok {
return
}
var exits []inkwell.Exit
for _, entity := range SceneManager.GetAll() {
for _, entity := range SceneManager.All() {
if !leadsToSelector(entity) {
continue
}
@@ -39,7 +39,7 @@ func fillSelectorPins() {
})
}
selector.Exits = exits
SceneManager.Register(selector)
SceneManager.Set(selector)
}
func leadsToSelector(s Scene) bool {