Add SkillManager class and integrate with PlayerController and SkillUnlockerComponent (#10)
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213
Autoloads/SkillManager.cs
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213
Autoloads/SkillManager.cs
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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.scripts.components;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class SkillManager : Node
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{
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private GameManager _gameManager;
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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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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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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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public void RegisterPlayer(PlayerController player)
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{
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if (_player == player) return;
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// If a player is already registered (e.g., from a previous scene), unregister it first.
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if (_player != null && IsInstanceValid(_player))
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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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// Automatically unregister when the player node is removed from the scene.
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_player.TreeExiting += UnregisterPlayer;
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ApplyUnlockedSkills();
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}
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}
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/// <summary>
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/// Cleans up skills and references related to the current player.
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/// </summary>
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private void UnregisterPlayer()
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{
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if (_player != null && IsInstanceValid(_player))
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{
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_player.TreeExiting -= UnregisterPlayer;
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RemoveAllActiveSkills();
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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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if (_player == null || !IsInstanceValid(_player))
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{
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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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if (skillData.Type == SkillType.Throw)
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{
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var unlocked = _gameManager.GetUnlockedSkills();
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foreach (var sd in unlocked)
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{
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SkillData data = null;
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foreach (var s in AvailableSkills)
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{
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if (s == sd)
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{
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data = s;
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break;
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}
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}
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// Remove other throw skills if a new one is added
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if (data is { Type: SkillType.Throw })
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RemoveSkill(data.Name);
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}
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}
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var instance = skillData.Node.Instantiate();
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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.Activate();
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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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instance.QueueFree();
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return;
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}
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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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}
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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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}
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var inst = (Node)component;
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if (inst is ISkill skill)
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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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var skills = _gameManager.GetUnlockedSkills();
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foreach (var s in skills)
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{
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if (s.Name == skillName)
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{
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s.IsActive = false;
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break;
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}
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}
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ActiveComponents.Remove(skillName);
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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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var keys = ActiveComponents.Keys.ToArray();
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var skillNames = keys.Select(key => key.ToString()).ToList();
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foreach (var skillName in skillNames)
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{
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RemoveSkill(skillName);
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}
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}
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public void ApplyUnlockedSkills()
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{
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if (_player == null || !IsInstanceValid(_player)) return;
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foreach (var sd in AvailableSkills)
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{
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if (_gameManager.IsSkillUnlocked(sd))
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{
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CallDeferred(MethodName.AddSkill, sd);
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}
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else
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{
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RemoveSkill(sd.Name);
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}
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}
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}
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public SkillData GetSkillByName(string skillName)
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{
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foreach (var sd in AvailableSkills)
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if (sd.Name == skillName) return sd;
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return null;
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}
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public void ActivateSkill(SkillData skill)
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{
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if (!ActiveComponents.ContainsKey(skill.Name))
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{
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AddSkill(skill);
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skill.IsActive = true;
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}
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}
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public void DeactivateSkill(SkillData skill)
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{
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if (ActiveComponents.ContainsKey(skill.Name))
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{
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RemoveSkill(skill.Name);
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skill.IsActive = false;
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}
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}
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public void ToggleSkillActivation(SkillData skill)
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{
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if (skill == null) return;
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if (ActiveComponents.ContainsKey(skill.Name))
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DeactivateSkill(skill);
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else
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ActivateSkill(skill);
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}
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}
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