refactor: Consolidate skill component logic into SkillComponentBase and update manager access to singletons.
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@@ -20,8 +20,8 @@ public partial class SkillUnlockerComponent : Node
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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SkillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
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_gameManager = GameManager.Instance;
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SkillManager = SkillManager.Instance;
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}
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private bool HasEnoughCoins(int amount)
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@@ -36,7 +36,6 @@ public partial class SkillUnlockerComponent : Node
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if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
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skill.Level = 1;
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skill.IsActive = true;
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_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
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// Add to session state via GameStateStore
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