One self-contained section of a scene - map logic, encounter logic, UI wiring - with its
own slice of core.Scene's lifecycle, registered by name into a SceneComponentHost
instead of folded into one growing scene class.
Every hook is optional and receives the owning scene, so a component reads whatever the
scene exposes (a two-d.Scene2D's stage, a game's own fields) without the host needing
to know what a scene actually is beyond core.Scene's lifecycle shape.
One self-contained section of a scene - map logic, encounter logic, UI wiring - with its own slice of
core.Scene's lifecycle, registered by name into aSceneComponentHostinstead of folded into one growing scene class.Every hook is optional and receives the owning scene, so a component reads whatever the scene exposes (a
two-d.Scene2D'sstage, a game's own fields) without the host needing to know what a scene actually is beyondcore.Scene's lifecycle shape.