private IEnumerable<IUpdatable> _CreateFields(FieldLayout[] fields, EntityCreateParameter[] build_infos) { foreach (var layout in fields) { var owner = _Find(build_infos, layout.Owner); yield return new FieldWisdom(layout.Kinds, owner, _Gate, _Finder); } }
private IEnumerable<IUpdatable> _CreateEnterances(EnteranceLayout[] enterances, EntityCreateParameter[] build_infos) { foreach (var layout in enterances) { var owner = _Find(build_infos, layout.Owner); yield return new EnteranceWisdom(layout.Kinds , owner , _Gate); } }
private IEnumerable<Entity> _CreateWall(WallLayout[] walls, EntityCreateParameter[] build_infos) { foreach (var layout in walls) { var owner = _Find(build_infos, layout.Owner); yield return owner; } }
private IEnumerable<IUpdatable> _CreateProtals(ProtalLayout[] protals, EntityCreateParameter[] build_infos) { foreach (var layout in protals) { var owner = _Find(build_infos, layout.Owner); yield return new PortalWisdom(owner , layout.TargetRealm , layout.PassEntity , _Gate ,_Finder); } }