refactor: Consolidate skill component logic into SkillComponentBase and update manager access to singletons.
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@@ -30,6 +30,8 @@ public partial class GameManager : Node
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/// </summary>
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private GameStateStore Store => GameStateStore.Instance;
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public static GameManager Instance { get; private set; }
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public override void _EnterTree()
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{
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GetTree().NodeAdded += OnNodeAdded;
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@@ -38,6 +40,7 @@ public partial class GameManager : Node
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public override void _ExitTree()
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{
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if (Instance == this) Instance = null;
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GetTree().NodeAdded -= OnNodeAdded;
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GetTree().NodeRemoved -= OnNodeRemoved;
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_sceneNodes.Clear();
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@@ -45,6 +48,7 @@ public partial class GameManager : Node
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public override void _Ready()
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{
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Instance = this;
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_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
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}
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@@ -140,11 +144,9 @@ public partial class GameManager : Node
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{
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if (Store == null) return new Array<SkillData>();
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var skills = Store.GetAllUnlockedSkills();
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var result = new Array<SkillData>();
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foreach (var s in Store.Player.UnlockedSkills)
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result.Add(s);
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foreach (var s in Store.Session.SkillsUnlocked)
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if (!result.Contains(s)) result.Add(s);
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foreach (var s in skills) result.Add(s);
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return result;
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}
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