Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions
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@@ -86,7 +86,9 @@ public partial class BrickThrowComponent : Node, ISkill
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{
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PlayerController = owner as PlayerController;
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_skillData = data;
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ThrowInputBehavior = (ThrowInputResource)ThrowInputBehavior?.Duplicate();
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if (PlayerController == null)
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{
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GD.PushError("BrickThrowComponent: Owner is not a PlayerController.");
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@@ -101,6 +103,7 @@ public partial class BrickThrowComponent : Node, ISkill
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public void Activate()
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{
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
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SetProcessInput(true);
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}
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public void Deactivate()
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