First adjustments to the Entity System to make it work with different types
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using System.Linq;
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using Godot;
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using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
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namespace Babushka.scripts.CSharp.GameEntity.Management;
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public partial class EntitySceneContainer : Node2D
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{
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[Export] public string sceneName = "none";
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public override void _EnterTree()
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{
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EntityManager.Instance.SetSceneContainer(this);
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}
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public override void _ExitTree()
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{
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EntityManager.Instance.UnsetSceneContainer();
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}
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public override void _Ready()
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{
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AddAllEntities();
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}
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public void AddAllEntities()
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{
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foreach (var positionalEntity in EntityManager.Instance.AllPositionalEntities.Where(x => x.sceneName == sceneName))
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{
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AddEntity(positionalEntity);
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}
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}
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public void AddEntity(PositionalEntity entity)
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{
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entity.AddEntity(this);
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}
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}
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