Refactor system registration to use TypeIds

This commit is contained in:
Emre Osmanoğlu 2025-09-10 13:21:35 +03:00
parent 0c0d5cdb2a
commit 75fd59a504
5 changed files with 68 additions and 73 deletions

View file

@ -1,12 +1,10 @@
use std::cell::RefCell;
use std::rc::Rc;
use winit::event::Event;
use raidillon_core::scene::{Scene, SceneManager};
use crate::system::{SystemContext, SystemManager};
use raidillon_assets::{ModelManager, ModelManagerRef};
use raidillon_core::context::PlatformContext;
use raidillon_core::DebugUIBuffer;
use raidillon_core::engine::{EngineTrait};
use raidillon_core::engine::EngineTrait;
pub struct Engine {
pub scene_manager: SceneManager,
@ -28,7 +26,7 @@ impl EngineTrait for Engine {
/// Initialize systems, load the world.
fn initialize(&mut self, platform_context: PlatformContext) {
// Engine Loading Stage 1: initialize systems
for (system_id, system) in self.system_manager.systems.iter_mut() {
for system in self.system_manager.systems.values_mut() {
system.initialize();
}
@ -39,7 +37,7 @@ impl EngineTrait for Engine {
};
// Engine Loading Stage 2: load world
for (system_id, system) in self.system_manager.systems.iter_mut() {
for system in self.system_manager.systems.values_mut() {
system.load_world(&mut ctx);
}
}
@ -53,7 +51,7 @@ impl EngineTrait for Engine {
debug_ui_buffer: self.debug_ui_buffer.clone(),
};
for (system_id, system) in self.system_manager.systems.iter_mut() {
for system in self.system_manager.systems.values_mut() {
system.update(&mut ctx);
}
}