refactor
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73
scripts/State/PlayerState.cs
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73
scripts/State/PlayerState.cs
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using System.Collections.Generic;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.State;
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/// <summary>
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/// Persistent player data that survives across sessions.
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/// This is a POCO (Plain Old C# Object) for predictable state management.
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/// </summary>
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public class PlayerState
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{
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/// <summary>
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/// Saved coins (not including current session).
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/// </summary>
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public int Coins { get; set; }
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/// <summary>
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/// Remaining lives.
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/// </summary>
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public int Lives { get; set; } = 3;
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/// <summary>
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/// Indices of completed levels.
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/// </summary>
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public List<int> CompletedLevels { get; set; } = new();
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/// <summary>
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/// Indices of levels the player can access.
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/// </summary>
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public List<int> UnlockedLevels { get; set; } = new() { 0 };
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/// <summary>
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/// Skills the player has permanently unlocked.
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/// </summary>
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public List<SkillData> UnlockedSkills { get; set; } = new();
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/// <summary>
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/// Statistics dictionary for tracking game stats.
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/// </summary>
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public Dictionary<string, int> Statistics { get; set; } = new();
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/// <summary>
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/// IDs of unlocked achievements.
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/// </summary>
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public List<string> UnlockedAchievements { get; set; } = new();
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/// <summary>
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/// Creates a fresh default player state.
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/// </summary>
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public static PlayerState CreateDefault() => new()
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{
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Coins = 0,
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Lives = 3,
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CompletedLevels = new List<int>(),
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UnlockedLevels = new List<int> { 0 },
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UnlockedSkills = new List<SkillData>(),
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Statistics = new Dictionary<string, int>()
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};
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/// <summary>
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/// Resets this state to default values.
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/// </summary>
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public void Reset()
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{
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Coins = 0;
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Lives = 3;
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CompletedLevels.Clear();
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UnlockedLevels.Clear();
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UnlockedLevels.Add(0);
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UnlockedSkills.Clear();
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Statistics.Clear();
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}
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}
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