Add SkillManager class and integrate with PlayerController and SkillUnlockerComponent (#10)
This commit is contained in:
@@ -1,152 +0,0 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.Autoloads;
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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.scripts;
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public partial class SkillManager : Node
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{
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private GameManager _gameManager;
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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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ApplyUnlockedSkills();
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}
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public void AddSkill(SkillData skillData)
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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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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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skill.Initialize(Owner, 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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Owner.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 (SkillData 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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public void ApplyUnlockedSkills()
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{
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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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@@ -1 +0,0 @@
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uid://di572axt0c3s8
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@@ -8,8 +8,8 @@ namespace Mr.BrickAdventures.scripts.UI;
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public partial class ChargeProgressBar : ProgressBar
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{
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[Export] public ProgressBar ProgressBar { get; set; }
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[Export] private SkillManager _skillManager;
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private SkillManager _skillManager;
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private BrickThrowComponent _throwComponent;
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private ChargeThrowInputResource _throwInput;
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@@ -17,8 +17,10 @@ public partial class ChargeProgressBar : ProgressBar
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{
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ProgressBar.Hide();
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_skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager");
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if (_skillManager == null)
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{
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GD.PrintErr("ChargeProgressBar: SkillManager autoload not found.");
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return;
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}
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@@ -26,12 +28,21 @@ public partial class ChargeProgressBar : ProgressBar
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SetupDependencies();
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}
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public override void _ExitTree()
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{
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if (_skillManager != null && IsInstanceValid(_skillManager))
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{
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_skillManager.ActiveThrowSkillChanged -= OnActiveThrowSkillChanged;
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}
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OnOwnerExiting();
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}
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private void OnActiveThrowSkillChanged(BrickThrowComponent throwComponent)
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{
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OnOwnerExiting();
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if (throwComponent == null) return;
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if (throwComponent == null || !IsInstanceValid(throwComponent)) return;
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_throwComponent = throwComponent;
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_throwComponent.TreeExiting += OnOwnerExiting;
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@@ -2,6 +2,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -31,6 +32,9 @@ public partial class PlayerController : CharacterBody2D
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public override void _Ready()
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{
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var skillManager = GetNodeOrNull<SkillManager>("/root/SkillManager");
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skillManager?.RegisterPlayer(this);
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_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
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foreach (var child in MovementAbilitiesContainer.GetChildren())
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{
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@@ -8,7 +8,7 @@ namespace Mr.BrickAdventures.scripts.components;
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public partial class SkillUnlockerComponent : Node
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{
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[Export] public SkillManager SkillManager { get; set; }
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public SkillManager SkillManager { get; private set; }
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[Signal]
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public delegate void SkillUnlockedEventHandler(SkillData skill);
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@@ -18,6 +18,7 @@ public partial class SkillUnlockerComponent : 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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SkillManager = GetNode<SkillManager>("/root/SkillManager");
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}
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private bool HasEnoughCoins(int amount)
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