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>
11 lines
324 B
Go
11 lines
324 B
Go
package inc
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func registerContent() {
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BackgroundManager.Each(World.G.AssetManager.Register)
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CharacterManager.Each(World.G.CharacterManager.Register)
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ItemManager.Each(World.G.ItemManager.Register)
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DialogManager.Each(World.G.DialogueManager.Register)
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ScriptManager.Each(World.G.ScriptManager.Register)
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registerScene()
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}
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