refactor: Replace hardcoded node paths with constants and remove ScoreComponent.
This commit is contained in:
@@ -1,5 +1,6 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -8,14 +9,14 @@ public partial class AchievementManager : Node
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{
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[Export] private string AchievementsFolderPath = "res://achievements/";
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[Export] private PackedScene AchievementPopupScene { get; set; }
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private System.Collections.Generic.Dictionary<string, AchievementResource> _achievements = new();
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private Array<string> _unlockedAchievementIds = [];
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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LoadAchievementsFromFolder();
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LoadUnlockedAchievements();
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}
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@@ -44,7 +45,7 @@ public partial class AchievementManager : Node
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fileName = dir.GetNext();
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}
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}
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public void UnlockAchievement(string achievementId)
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{
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if (!_achievements.TryGetValue(achievementId, out var achievement))
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@@ -75,11 +76,11 @@ public partial class AchievementManager : Node
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{
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SteamManager.UnlockAchievement(achievement.Id);
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}
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// 4. Save progress
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SaveUnlockedAchievements();
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}
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public void LockAchievement(string achievementId)
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{
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if (_unlockedAchievementIds.Contains(achievementId))
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@@ -88,7 +89,7 @@ public partial class AchievementManager : Node
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SaveUnlockedAchievements();
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}
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}
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private void SaveUnlockedAchievements()
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{
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_gameManager.PlayerState["unlocked_achievements"] = _unlockedAchievementIds;
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@@ -1,4 +1,5 @@
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using Godot;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.components;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -12,9 +13,9 @@ public partial class ConsoleManager : Node
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
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_skillManager = GetNode<SkillManager>("/root/SkillManager");
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
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_skillManager = GetNode<SkillManager>(Constants.SkillManagerPath);
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}
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private void AddCoinsCommand(int amount)
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@@ -88,7 +89,7 @@ public partial class ConsoleManager : Node
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_skillUnlockerComponent.UnlockAllSkills();
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}
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private void RemoveSkillCommand(string skillName)
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{
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if (!GetSkillManagement()) return;
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@@ -102,28 +103,28 @@ public partial class ConsoleManager : Node
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_gameManager.RemoveSkill(skill.Name);
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_skillManager.DeactivateSkill(skill);
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}
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private void RemoveAllSkillsCommand()
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{
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if (!GetSkillManagement()) return;
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foreach (var skill in _skillManager.AvailableSkills)
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{
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_gameManager.RemoveSkill(skill.Name);
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_skillManager.DeactivateSkill(skill);
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}
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}
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private void GoToNextLevelCommand()
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{
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_gameManager.OnLevelComplete();
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}
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private void UnlockAchievementCommand(string achievementId)
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{
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_achievementManager.UnlockAchievement(achievementId);
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}
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private void ResetAchievementCommand(string achievementId)
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{
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_achievementManager.LockAchievement(achievementId);
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.Resources;
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using Double = System.Double;
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@@ -55,7 +56,7 @@ public partial class GameManager : Node
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public override void _Ready()
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{
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_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
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_speedRunManager = GetNode<SpeedRunManager>(Constants.SpeedRunManagerPath);
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}
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@@ -186,7 +187,7 @@ public partial class GameManager : Node
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ResetPlayerState();
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ResetCurrentSessionState();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
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}
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public void QuitGame() => GetTree().Quit();
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@@ -202,12 +203,12 @@ public partial class GameManager : Node
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_speedRunManager?.StartTimer();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
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}
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public void ContinueGame()
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{
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var save = GetNode<SaveSystem>("/root/SaveSystem");
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var save = GetNode<SaveSystem>(Constants.SaveSystemPath);
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if (!save.LoadGame())
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{
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GD.PrintErr("Failed to load game. Starting a new game instead.");
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@@ -236,7 +237,7 @@ public partial class GameManager : Node
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ResetCurrentSessionState();
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TryToGoToNextLevel();
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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GetNode<SaveSystem>(Constants.SaveSystemPath).SaveGame();
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}
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public Array<SkillData> GetUnlockedSkills()
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@@ -1,5 +1,6 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -13,7 +14,7 @@ public partial class SaveSystem : Node
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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}
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public void SaveGame()
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@@ -46,16 +47,16 @@ public partial class SaveSystem : Node
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GD.Print("Game state loaded from: ", SavePath);
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GD.Print("Player state: ", saveDataObj["player_state"]);
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_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
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var skills = new Array<SkillData>();
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foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
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{
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skills.Add(skill);
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}
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_gameManager.UnlockSkills(skills);
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return true;
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}
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public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
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}
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@@ -2,6 +2,7 @@ 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;
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using Mr.BrickAdventures.scripts.components;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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@@ -14,19 +15,19 @@ public partial class SkillManager : Node
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private PlayerController _player;
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[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
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public Dictionary ActiveComponents { get; private set; } = new();
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[Signal]
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public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
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[Signal]
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public delegate void SkillRemovedEventHandler(SkillData skillData);
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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}
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/// <summary>
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/// Called by the PlayerController from its _Ready method to register itself with the manager.
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/// </summary>
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@@ -39,7 +40,7 @@ public partial class SkillManager : Node
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{
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UnregisterPlayer();
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}
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_player = player;
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if (_player != null)
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{
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@@ -61,7 +62,7 @@ public partial class SkillManager : Node
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}
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_player = null;
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}
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public void AddSkill(SkillData skillData)
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{
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// Ensure a valid player is registered before adding a skill.
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@@ -70,7 +71,7 @@ public partial class SkillManager : Node
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GD.Print("SkillManager: Player not available to add skill.");
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return;
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}
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if (ActiveComponents.ContainsKey(skillData.Name))
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return;
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@@ -98,9 +99,9 @@ public partial class SkillManager : Node
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if (instance is ISkill skill)
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{
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// Initialize the skill with the registered player instance.
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skill.Initialize(_player, skillData);
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skill.Initialize(_player, skillData);
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skill.Activate();
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}
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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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@@ -111,18 +112,18 @@ public partial class SkillManager : Node
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// Add the skill node as a child of the player.
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_player.AddChild(instance);
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ActiveComponents[skillData.Name] = instance;
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if (instance is BrickThrowComponent btc)
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{
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EmitSignalActiveThrowSkillChanged(btc);
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EmitSignalActiveThrowSkillChanged(btc);
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}
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}
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public void RemoveSkill(string skillName)
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{
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if (!ActiveComponents.TryGetValue(skillName, out var component))
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return;
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if (component.AsGodotObject() is BrickThrowComponent)
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{
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EmitSignalActiveThrowSkillChanged(null);
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@@ -133,7 +134,7 @@ public partial class SkillManager : Node
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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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@@ -150,7 +151,7 @@ public partial class SkillManager : Node
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var sd = GetSkillByName(skillName);
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if (sd != null) EmitSignalSkillRemoved(sd);
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}
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private void RemoveAllActiveSkills()
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{
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// Create a copy of keys to avoid modification during iteration
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@@ -1,5 +1,6 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -11,8 +12,8 @@ public partial class StatisticsManager : Node
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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_achievementManager = GetNode<AchievementManager>(Constants.AchievementManagerPath);
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LoadStatistics();
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}
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@@ -28,7 +29,7 @@ public partial class StatisticsManager : Node
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_gameManager.PlayerState["statistics"] = _stats;
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}
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}
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/// <summary>
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/// Increases a numerical statistic by a given amount.
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/// </summary>
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