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);
     }
 }