Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling
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@@ -1,6 +1,7 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts;
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@@ -26,44 +27,33 @@ public partial class SkillManager : Node
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if (skillData.Type == SkillType.Throw)
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{
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var unlocked = _gameManager.GetUnlockedSkills();
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foreach (var skill in unlocked)
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foreach (var sd in unlocked)
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{
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SkillData data = null;
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foreach (var s in AvailableSkills)
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{
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if (s == (SkillData)skill)
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if (s == sd)
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{
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data = s;
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break;
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}
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}
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if (data != null && data.Type == SkillType.Throw)
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if (data is { Type: SkillType.Throw })
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RemoveSkill(data.Name);
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}
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}
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var instance = skillData.Node.Instantiate();
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foreach (var key in skillData.Config.Keys)
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if (instance is ISkill skill)
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{
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if (instance.HasMethod("get")) // rough presence check
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{
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var value = skillData.Config[key];
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var parent = GetParent();
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if (value.VariantType == Variant.Type.NodePath)
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{
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var np = (NodePath)value;
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if (parent.HasNode(np))
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value = parent.GetNode(np);
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else if (instance.HasNode(np))
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value = instance.GetNode(np);
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else
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continue;
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}
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// Set via property if exists
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instance.Set(key, value);
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}
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skill.Initialize(Owner);
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skill.Activate();
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}
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else
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{
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GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
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instance.QueueFree();
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return;
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}
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Owner.AddChild(instance);
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@@ -76,6 +66,11 @@ public partial class SkillManager : Node
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return;
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var inst = (Node)component;
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if (inst is ISkill skill)
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{
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skill.Deactivate();
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}
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if (IsInstanceValid(inst))
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inst.QueueFree();
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