namespace GlitchyEngine.Core; public class EngineObject { protected internal UUID _uuid; /// /// UUID used for identifying the object in the engine. /// public UUID UUID => _uuid; /// /// Empty constructor not used. Do NOT USE! /// protected EngineObject() {} /// /// Creates a new EngineObject with the given ID. /// /// UUID of the object. internal EngineObject(UUID uuid) { _uuid = uuid; } }