Add collectable types and implement level unlocking mechanics; enhance player state management
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@@ -7,7 +7,7 @@ var has_fade_away: bool = false
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@export var area2d: Area2D
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@export var collectable_data: CollectableResource
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@export var sfx: AudioStreamPlayer2D
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signal collected(amount: int)
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signal collected(amount: int, type: CollectableResource.CollectableType)
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func _ready() -> void:
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@@ -24,7 +24,7 @@ func _ready() -> void:
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func _on_area2d_body_entered(body: Node2D) -> void:
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if body.has_node("CanPickUpComponent"):
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collected.emit(collectable_data.amount)
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collected.emit(collectable_data.amount, collectable_data.type)
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if sfx:
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sfx.play()
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if not has_fade_away:
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