feat: Refactor dungeon object selection and editing interfaces for improved usability
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@@ -38,8 +38,8 @@ class DungeonObjectSelector {
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void set_dungeon_editor_system(std::unique_ptr<zelda3::DungeonEditorSystem>* system) {
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dungeon_editor_system_ = system;
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}
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void set_object_editor(std::shared_ptr<zelda3::DungeonObjectEditor>* editor) {
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object_editor_ = editor;
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void set_object_editor(std::unique_ptr<zelda3::DungeonObjectEditor>* editor) {
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object_editor_ = editor ? editor->get() : nullptr;
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}
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// Room data access
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@@ -93,7 +93,7 @@ class DungeonObjectSelector {
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// Editor systems
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std::unique_ptr<zelda3::DungeonEditorSystem>* dungeon_editor_system_ = nullptr;
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std::shared_ptr<zelda3::DungeonObjectEditor>* object_editor_ = nullptr;
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zelda3::DungeonObjectEditor* object_editor_ = nullptr;
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// Room data
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std::array<zelda3::Room, 0x128>* rooms_ = nullptr;
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