using FurinaImpact.Gameserver.Game.Entity.Listener; using FurinaImpact.Protocol; namespace FurinaImpact.Gameserver.Game.Entity; internal class EntityManager { private readonly List _entities; private readonly IEntityEventListener _listener; public EntityManager(IEntityEventListener listener) { _entities = new List(); _listener = listener; } public async ValueTask SpawnEntityAsync(SceneEntity entity, VisionType visionType) { _entities.Add(entity); await _listener.OnEntitySpawned(entity, visionType); } public void Reset() { _entities.Clear(); } }