refactor: Replace hardcoded node paths with constants and remove ScoreComponent.
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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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@@ -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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