Add EventBus, SpeedRunManager, and GhostManager; implement ghost recording and playback features
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@@ -1,9 +1,9 @@
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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.Resources;
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using Double = System.Double;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -18,6 +18,8 @@ public partial class GameManager : Node
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private List<Node> _sceneNodes = [];
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private PlayerController _player;
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private SpeedRunManager _speedRunManager;
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private EventBus _eventBus;
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[Export]
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public Dictionary PlayerState { get; set; } = new()
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@@ -50,6 +52,12 @@ public partial class GameManager : Node
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_sceneNodes.Clear();
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}
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public override void _Ready()
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{
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_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
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_eventBus = GetNode<EventBus>("/root/EventBus");
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}
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private void OnNodeAdded(Node node)
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{
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_sceneNodes.Add(node);
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@@ -133,7 +141,8 @@ public partial class GameManager : Node
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{ "current_level", 0 },
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{ "completed_levels", new Array<int>() },
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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{ "unlocked_skills", new Array<SkillData>() },
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{ "statistics", new Godot.Collections.Dictionary<string, Variant>()}
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};
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}
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@@ -151,6 +160,7 @@ public partial class GameManager : Node
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{
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PlayerState["current_level"] = next;
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GetTree().ChangeSceneToPacked(LevelScenes[next]);
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_eventBus.EmitSignal(EventBus.SignalName.LevelStarted, next, GetTree().CurrentScene);
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}
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}
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@@ -187,6 +197,9 @@ public partial class GameManager : Node
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{
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ResetPlayerState();
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ResetCurrentSessionState();
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_speedRunManager?.StartTimer();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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}
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@@ -212,10 +225,14 @@ public partial class GameManager : Node
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{
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var levelIndex = (int)PlayerState["current_level"];
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MarkLevelComplete(levelIndex);
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AddCoins((int)CurrentSessionState["coins_collected"]);
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foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
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UnlockSkill((SkillData)s);
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var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
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_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelIndex, GetTree().CurrentScene, completionTime);
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ResetCurrentSessionState();
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TryToGoToNextLevel();
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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