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