Add MainMenu and Marketplace components; implement game management and skill unlocking features
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@@ -1,5 +1,8 @@
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using System.Collections.Generic;
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using System.Linq;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -7,6 +10,10 @@ namespace Mr.BrickAdventures.Autoloads;
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public partial class GameManager : Node
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
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public PlayerController Player { get; set; }
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private List<Node> _sceneNodes = new();
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public Dictionary PlayerState { get; set; } = new()
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{
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@@ -24,6 +31,29 @@ public partial class GameManager : Node
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{ "skills_unlocked", new Array<SkillData>() }
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};
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public override void _EnterTree()
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{
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GetTree().NodeAdded += OnNodeAdded;
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GetTree().NodeRemoved += OnNodeRemoved;
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}
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public override void _ExitTree()
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{
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GetTree().NodeAdded -= OnNodeAdded;
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GetTree().NodeRemoved -= OnNodeRemoved;
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_sceneNodes.Clear();
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}
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private void OnNodeAdded(Node node)
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{
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_sceneNodes.Add(node);
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}
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private void OnNodeRemoved(Node node)
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{
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_sceneNodes.Remove(node);
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}
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public void AddCoins(int amount)
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{
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
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@@ -192,4 +222,20 @@ public partial class GameManager : Node
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joined.AddRange((Array)session ?? new Array());
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return joined;
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}
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public PlayerController GetPlayer()
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{
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if (Player != null) return Player;
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foreach (var node in _sceneNodes)
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{
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if (node is not PlayerController player) continue;
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Player = player;
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return Player;
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}
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GD.PrintErr("PlayerController not found in the scene tree.");
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return null;
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}
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}
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