Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager
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9
scripts/Resources/CollectableResource.cs
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9
scripts/Resources/CollectableResource.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class CollectableResource : Resource
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{
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[Export] public Variant Amount { get; set; } = 0.0;
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[Export] public CollectableType Type { get; set; }
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}
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8
scripts/Resources/CollectableType.cs
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8
scripts/Resources/CollectableType.cs
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namespace Mr.BrickAdventures.scripts.Resources;
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public enum CollectableType
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{
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Coin,
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Kid,
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Health,
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}
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19
scripts/Resources/SkillData.cs
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19
scripts/Resources/SkillData.cs
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using System;
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using Godot;
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using Godot.Collections;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class SkillData : Resource
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{
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[Export] public String Name { get; set; } = "New Skill";
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[Export] public String Description { get; set; } = "New Skill";
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[Export] public Dictionary<String, Variant> Config { get; set; } = new();
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[Export] public int Cost { get; set; } = 0;
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[Export] public Texture2D Icon { get; set; }
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[Export] public bool IsActive { get; set; } = false;
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[Export] public int Level { get; set; } = 1;
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[Export] public int MaxLevel { get; set; } = 1;
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[Export] public SkillType Type { get; set; } = SkillType.Throw;
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[Export] public PackedScene Node { get; set; }
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}
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8
scripts/Resources/SkillType.cs
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8
scripts/Resources/SkillType.cs
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namespace Mr.BrickAdventures.scripts.Resources;
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public enum SkillType
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{
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Attack,
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Throw,
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Misc,
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}
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8
scripts/Resources/StatusEffectDataResource.cs
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8
scripts/Resources/StatusEffectDataResource.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class StatusEffectDataResource : Resource
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{
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[Export] public StatusEffectType Type { get; set; }
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}
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8
scripts/Resources/StatusEffectType.cs
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8
scripts/Resources/StatusEffectType.cs
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namespace Mr.BrickAdventures.scripts.Resources;
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public enum StatusEffectType
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{
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None,
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Fire,
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Ice
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}
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