refactor: Consolidate skill component logic into SkillComponentBase and update manager access to singletons.
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@@ -5,26 +5,27 @@ using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class BrickArmorSkillComponent : Node, ISkill
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public partial class BrickArmorSkillComponent : SkillComponentBase
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{
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private HealthComponent _healthComponent;
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private SkillData _skillData;
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private float _armorBonus = 0;
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public void Initialize(Node owner, SkillData data)
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public override void Initialize(Node owner, SkillData data)
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{
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if (owner is not PlayerController player) return;
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_healthComponent = player.GetNode<HealthComponent>("HealthComponent");
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_skillData = data;
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base.Initialize(owner, data);
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if (Player != null)
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{
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_healthComponent = Player.GetNode<HealthComponent>("HealthComponent");
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}
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}
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public void Activate()
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public override void Activate()
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{
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if (_healthComponent == null || _skillData == null) return;
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ApplyUpgrade(_skillData.Upgrades[_skillData.Level - 1]);
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if (_healthComponent == null || Data == null) return;
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ApplyUpgrade(Data.Upgrades[Data.Level - 1]);
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}
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public void Deactivate()
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public override void Deactivate()
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{
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if (_healthComponent == null) return;
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_healthComponent.MaxHealth -= _armorBonus;
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@@ -35,7 +36,7 @@ public partial class BrickArmorSkillComponent : Node, ISkill
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_armorBonus = 0;
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}
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public void ApplyUpgrade(SkillUpgrade upgrade)
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public override void ApplyUpgrade(SkillUpgrade upgrade)
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{
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if (_healthComponent == null || upgrade == null) return;
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