Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem
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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.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -8,22 +9,28 @@ public partial class SaveSystem : Node
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[Export] public string SavePath { get; set; } = "user://savegame.save";
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[Export] public int Version { get; set; } = 1;
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//private GM _gm;
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private GameManager _gameManager;
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public override void _Ready()
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{
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//_gm = GetNode<GM>("/root/GameManager");
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_gameManager = GetNode<GameManager>("/root/GameManager");
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}
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public void SaveGame()
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{
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//TODO: Implement saving logic
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var saveData = new Dictionary
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{
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{ "player_state", _gameManager.PlayerState},
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{ "version", Version}
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};
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
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file.StoreVar(saveData);
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GD.Print("Game state saved to: ", SavePath);
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}
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public bool LoadGame()
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{
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//TODO: Implement loading logic
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if (!FileAccess.FileExists(SavePath))
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return false;
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@@ -38,7 +45,15 @@ public partial class SaveSystem : Node
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GD.Print("Game state loaded from: ", SavePath);
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GD.Print("Player state: ", saveDataObj["player_state"]);
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_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
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var skills = new Array<SkillData>();
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foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
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{
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skills.Add(skill);
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}
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_gameManager.UnlockSkills(skills);
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return true;
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}
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