Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent
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@@ -15,7 +15,7 @@ public partial class PlayerController : Node2D
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[Export]
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public Sprite2D ShipSprite { get; set; }
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private IMovement _currentMovement = null;
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public IMovement CurrentMovement = null;
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[Signal]
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public delegate void MovementSwitchedEventHandler(string movementType);
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@@ -48,20 +48,20 @@ public partial class PlayerController : Node2D
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private void SwitchMovement(string movementType)
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{
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if (_currentMovement != null)
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if (CurrentMovement != null)
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{
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_currentMovement.Enabled = false;
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CurrentMovement.Enabled = false;
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}
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if (MovementTypes.TryGetValue(movementType, out var movement))
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{
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_currentMovement = GetNodeOrNull<IMovement>(movement);
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if (_currentMovement == null)
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CurrentMovement = GetNodeOrNull<IMovement>(movement);
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if (CurrentMovement == null)
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{
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GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
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return;
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}
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_currentMovement.Enabled = true;
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CurrentMovement.Enabled = true;
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EmitSignalMovementSwitched(movementType);
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}
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else
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@@ -69,7 +69,7 @@ public partial class PlayerController : Node2D
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GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
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}
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if (_currentMovement == null)
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if (CurrentMovement == null)
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{
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GD.PushError("No current movement set after switching.");
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}
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@@ -78,7 +78,7 @@ public partial class PlayerController : Node2D
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private string GetNextMovementType()
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{
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var keys = new List<string>(MovementTypes.Keys);
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var currentIndex = keys.IndexOf(_currentMovement?.MovementType);
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var currentIndex = keys.IndexOf(CurrentMovement?.MovementType);
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if (currentIndex == -1)
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{
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