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