using Ecosystem.scenes.entities; using Godot; using Godot.Collections; namespace Ecosystem.scenes.main; public partial class EntityManager : Node { private static readonly object _lock = new object(); private static EntityManager _instance; public static EntityManager Instance { get { lock (_lock) { if (_instance == null) _instance = new EntityManager(); return _instance; } } } private Dictionary _entities = new Dictionary(); public Dictionary Entities => _entities; public void AddEntity(entities.BaseEntity entity) => _entities.Add(0, entity); }