RegisterScene registers the `Scene`, so it can later be used by `SetSceneByName`
(s Scene)
| 119 | |
| 120 | // RegisterScene registers the `Scene`, so it can later be used by `SetSceneByName` |
| 121 | func RegisterScene(s Scene) { |
| 122 | sceneMutex.RLock() |
| 123 | _, ok := scenes[s.Type()] |
| 124 | sceneMutex.RUnlock() |
| 125 | if !ok { |
| 126 | sceneMutex.Lock() |
| 127 | scenes[s.Type()] = &sceneWrapper{scene: s} |
| 128 | sceneMutex.Unlock() |
| 129 | } |
| 130 | } |
| 131 | |
| 132 | // SetSceneByName does a lookup for the `Scene` where its `Type()` equals `name`, and then sets it as current `Scene` |
| 133 | func SetSceneByName(name string, forceNewWorld bool) error { |