refactor: enhance GameStateStore integration and improve skill management
This commit is contained in:
@@ -15,8 +15,11 @@ public partial class GhostEventHandler : Node
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public override void _ExitTree()
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{
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EventBus.Instance.LevelStarted -= OnLevelStarted;
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EventBus.Instance.LevelCompleted -= OnLevelCompleted;
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if (EventBus.Instance != null)
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{
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EventBus.Instance.LevelStarted -= OnLevelStarted;
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EventBus.Instance.LevelCompleted -= OnLevelCompleted;
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}
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}
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private void OnLevelStarted(int levelIndex, Node currentScene)
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@@ -1,29 +0,0 @@
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.Events;
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/// <summary>
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/// Handles level completion events and updates GameStateStore.
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/// </summary>
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public partial class LevelStateHandler : Node
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{
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public override void _Ready()
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{
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EventBus.Instance.LevelCompleted += OnLevelCompleted;
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}
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public override void _ExitTree()
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{
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if (EventBus.Instance != null)
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{
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EventBus.Instance.LevelCompleted -= OnLevelCompleted;
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}
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}
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private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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{
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// State mutations (commit coins/skills, reset session) are handled by GameManager.OnLevelComplete
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// before this event fires. This handler is reserved for future level-specific side-effects.
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}
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}
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@@ -1 +0,0 @@
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uid://gx5vn7viphv
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@@ -33,7 +33,6 @@ public partial class SkillCollectHandler : Node
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GameStateStore.Instance?.UnlockSkillInSession(skill);
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// Immediately activate the skill for the player
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skill.Level = 1;
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SkillManager?.AddSkill(skill);
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// Emit skill unlocked event for UI/achievements
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@@ -13,7 +13,8 @@ public partial class SpeedRunEventHandler : Node
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public override void _ExitTree()
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{
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EventBus.Instance.LevelCompleted -= OnLevelCompleted;
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if (EventBus.Instance != null)
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EventBus.Instance.LevelCompleted -= OnLevelCompleted;
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}
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private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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@@ -1,19 +1,16 @@
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.scripts.Events;
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/// <summary>
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/// Handles game events and updates statistics accordingly.
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/// Listens to EventBus signals and increments relevant stats.
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/// </summary>
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public partial class StatisticsEventHandler : Node
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{
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private StatisticsManager StatisticsManager => StatisticsManager.Instance;
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public override void _Ready()
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{
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// Subscribe to events
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EventBus.Instance.CoinCollected += OnCoinCollected;
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EventBus.Instance.EnemyDefeated += OnEnemyDefeated;
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EventBus.Instance.PlayerDied += OnPlayerDied;
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@@ -33,27 +30,17 @@ public partial class StatisticsEventHandler : Node
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}
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private void OnCoinCollected(int amount, Vector2 position)
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{
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StatisticsManager.IncrementStat("coins_collected", amount);
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}
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=> GameStateStore.Instance?.IncrementStat(StatNames.CoinsCollected, amount);
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private void OnEnemyDefeated(Node enemy, Vector2 position)
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{
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StatisticsManager.IncrementStat("enemies_defeated");
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}
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=> GameStateStore.Instance?.IncrementStat(StatNames.EnemiesDefeated);
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private void OnPlayerDied(Vector2 position)
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{
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StatisticsManager.IncrementStat("deaths");
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}
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=> GameStateStore.Instance?.IncrementStat(StatNames.Deaths);
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private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
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{
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StatisticsManager.IncrementStat("levels_completed");
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}
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=> GameStateStore.Instance?.IncrementStat(StatNames.LevelsCompleted);
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private void OnChildRescued(Vector2 position)
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{
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StatisticsManager.IncrementStat("children_rescued");
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}
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=> GameStateStore.Instance?.IncrementStat(StatNames.ChildrenRescued);
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}
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16
scripts/State/GhostSaveData.cs
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16
scripts/State/GhostSaveData.cs
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@@ -0,0 +1,16 @@
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using System.Collections.Generic;
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namespace Mr.BrickAdventures.scripts.State;
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public class GhostSaveData
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{
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public double BestTime { get; set; }
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public List<GhostFrameDto> Frames { get; set; } = new();
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}
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public class GhostFrameDto
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{
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public double Timestamp { get; set; }
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public float X { get; set; }
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public float Y { get; set; }
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}
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1
scripts/State/GhostSaveData.cs.uid
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1
scripts/State/GhostSaveData.cs.uid
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@@ -0,0 +1 @@
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uid://drp68lkok8if3
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@@ -11,6 +11,11 @@ public class PlayerState
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{
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private const int DefaultLives = 3;
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/// <summary>
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/// The level index the player is currently on. Persisted across sessions.
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/// </summary>
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public int CurrentLevel { get; set; }
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/// <summary>
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/// Saved coins (not including current session).
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/// </summary>
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@@ -56,6 +61,7 @@ public class PlayerState
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/// </summary>
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public void Reset()
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{
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CurrentLevel = 0;
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Coins = 0;
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Lives = DefaultLives;
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CompletedLevels.Clear();
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@@ -9,11 +9,6 @@ namespace Mr.BrickAdventures.scripts.State;
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/// </summary>
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public class SessionState
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{
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/// <summary>
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/// Current level index being played.
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/// </summary>
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public int CurrentLevel { get; set; }
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/// <summary>
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/// Coins collected during this session (not yet saved).
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/// </summary>
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@@ -29,7 +24,6 @@ public class SessionState
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/// </summary>
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public static SessionState CreateDefault() => new()
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{
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CurrentLevel = 0,
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CoinsCollected = 0,
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SkillsUnlocked = new List<SkillData>()
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};
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@@ -44,11 +38,10 @@ public class SessionState
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}
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/// <summary>
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/// Resets completely including level.
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/// Resets all session state.
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/// </summary>
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public void ResetAll()
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{
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CurrentLevel = 0;
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CoinsCollected = 0;
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SkillsUnlocked.Clear();
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}
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10
scripts/State/StatNames.cs
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10
scripts/State/StatNames.cs
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@@ -0,0 +1,10 @@
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namespace Mr.BrickAdventures.scripts.State;
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public static class StatNames
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{
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public const string CoinsCollected = "coins_collected";
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public const string EnemiesDefeated = "enemies_defeated";
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public const string Deaths = "deaths";
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public const string LevelsCompleted = "levels_completed";
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public const string ChildrenRescued = "children_rescued";
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}
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1
scripts/State/StatNames.cs.uid
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1
scripts/State/StatNames.cs.uid
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@@ -0,0 +1 @@
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uid://dtqjh4v5w41ni
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@@ -11,29 +11,26 @@ public partial class GameOverScreen : Control
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[Export] public Button MainMenuButton { get; set; }
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[Export] public PackedScene MainMenuScene { get; set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GameManager.Instance;
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RestartButton.Pressed += OnRestartClicked;
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MainMenuButton.Pressed += OnMainMenuClicked;
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}
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private void OnMainMenuClicked()
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{
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_gameManager.ResetPlayerState();
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GameStateStore.Instance?.ResetAll();
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GetTree().ChangeSceneToPacked(MainMenuScene);
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}
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private void OnRestartClicked()
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{
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_gameManager.RestartGame();
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GameManager.Instance?.RestartGame();
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}
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public void OnPlayerDeath()
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{
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if (_gameManager == null || _gameManager.GetLives() != 0) return;
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if (GameStateStore.Instance?.Player.Lives != 0) return;
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GameOverPanel.Show();
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}
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@@ -12,12 +12,7 @@ public partial class Hud : Control
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[Export] public ProgressBar HealthBar { get; set; }
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[Export] public Label LivesLabel { get; set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GameManager.Instance;
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}
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private GameStateStore Store => GameStateStore.Instance;
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public override void _Process(double delta)
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{
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@@ -28,12 +23,12 @@ public partial class Hud : Control
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private void SetCoinsLabel()
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{
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CoinsLabel.Text = Tr("COINS_LABEL") + ": " + _gameManager.GetCoins();
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CoinsLabel.Text = Tr("COINS_LABEL") + ": " + (Store?.GetTotalCoins() ?? 0);
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}
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private void SetLivesLabel()
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{
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LivesLabel.Text = Tr("LIVES_LABEL") + ": " + _gameManager.GetLives();
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LivesLabel.Text = Tr("LIVES_LABEL") + ": " + (Store?.Player.Lives ?? 0);
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}
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private void SetHealthBar()
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@@ -18,7 +18,7 @@ public partial class Marketplace : Control
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[Export] public PackedScene MarketplaceButtonScene { get; set; }
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[Export] public PackedScene SkillButtonScene { get; set; }
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private GameManager GameManager => GameManager.Instance;
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private GameStateStore Store => GameStateStore.Instance;
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private SkillManager SkillManager => SkillManager.Instance;
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private readonly List<Button> _unlockButtons = [];
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private readonly List<SkillButton> _skillButtons = [];
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@@ -33,7 +33,7 @@ public partial class Marketplace : Control
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foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
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var unlockedSkills = GameManager.GetUnlockedSkills();
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var unlockedSkills = Store.GetAllUnlockedSkills();
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foreach (var skill in unlockedSkills) CreateSkillButton(skill);
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SkillUnlockerComponent.SkillUnlocked += OnSkillUnlocked;
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@@ -113,7 +113,7 @@ public partial class Marketplace : Control
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private void OnUpgradeButtonPressed(SkillData skill)
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{
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if (GameManager.IsSkillUnlocked(skill))
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if (Store.IsSkillUnlocked(skill))
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{
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if (skill.Level < skill.MaxLevel)
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{
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@@ -13,14 +13,12 @@ public partial class MarketplaceButton : Button
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[Export] public Texture2D LockedSkillIcon { get; set; }
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[Export] public Container SkillLevelContainer { get; set; }
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private GameManager _gameManager;
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private SkillUnlockerComponent _skillUnlockerComponent;
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private SkillManager _skillManager;
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public override void _Ready()
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{
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_gameManager = GameManager.Instance;
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var player = _gameManager.Player;
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var player = GameManager.Instance?.Player;
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if (player == null) return;
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_skillUnlockerComponent = player.GetNodeOrNull<SkillUnlockerComponent>("SkillUnlockerComponent");
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@@ -59,7 +57,7 @@ public partial class MarketplaceButton : Button
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return;
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}
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var isUnlocked = _gameManager.IsSkillUnlocked(Data);
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var isUnlocked = GameStateStore.Instance?.IsSkillUnlocked(Data) ?? false;
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for (var i = 0; i < SkillLevelContainer.GetChildCount(); i++)
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{
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@@ -53,7 +53,7 @@ public partial class PauseMenu : Control
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private void OnMainMenuPressed()
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{
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GameManager.ResumeGame();
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GameManager.ResetCurrentSessionState();
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GameStateStore.Instance?.ResetSession();
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GetTree().ChangeSceneToPacked(MainMenuScene);
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}
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@@ -12,13 +12,11 @@ public partial class BrickShieldSkillComponent : SkillComponentBase
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[Export] public PackedScene ShieldScene { get; set; }
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private Node2D _shieldInstance;
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private GameManager _gameManager;
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private SkillManager _skillManager;
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private HealthComponent _shieldHealth;
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public override void _Ready()
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{
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_gameManager = GameManager.Instance;
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_skillManager = SkillManager.Instance;
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}
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@@ -55,9 +53,9 @@ public partial class BrickShieldSkillComponent : SkillComponentBase
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private void OnShieldDestroyed()
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{
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if (_gameManager != null && Data != null && _skillManager != null)
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if (Data != null && _skillManager != null)
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{
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_gameManager.RemoveSkill(Data.Name);
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GameStateStore.Instance?.RemoveUnlockedSkill(Data.Name);
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_skillManager.RemoveSkill(Data.Name);
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}
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_shieldInstance = null;
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@@ -1,7 +1,6 @@
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -28,8 +27,6 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
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EmitSignalExitTriggered();
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AchievementManager.Instance?.UnlockAchievement(AchievementId);
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var currentLevel = GameStateStore.Instance?.Session.CurrentLevel ?? 0;
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GameManager.Instance?.UnlockLevel(currentLevel + 1);
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CallDeferred(nameof(GoToNextLevel));
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}
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@@ -1,10 +1,8 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.scripts.components;
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@@ -16,30 +14,24 @@ public partial class SkillUnlockerComponent : Node
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[Signal]
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public delegate void SkillUnlockedEventHandler(SkillData skill);
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private GameManager _gameManager;
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private GameStateStore Store => GameStateStore.Instance;
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public override void _Ready()
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{
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_gameManager = GameManager.Instance;
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SkillManager = SkillManager.Instance;
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}
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private bool HasEnoughCoins(int amount)
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{
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return _gameManager != null && _gameManager.GetCoins() >= amount;
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}
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private bool HasEnoughCoins(int amount) => (Store?.GetTotalCoins() ?? 0) >= amount;
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public bool TryUnlockSkill(SkillData skill)
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{
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if (_gameManager == null) return false;
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if (_gameManager.IsSkillUnlocked(skill)) return false;
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if (Store == null) return false;
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if (Store.IsSkillUnlocked(skill)) return false;
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if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
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skill.Level = 1;
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_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
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// Add to session state via GameStateStore
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GameStateStore.Instance?.UnlockSkillInSession(skill);
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Store.RemoveCoins(skill.Upgrades[0].Cost);
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Store.UnlockSkillInSession(skill);
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SkillManager.AddSkill(skill);
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EmitSignalSkillUnlocked(skill);
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@@ -52,31 +44,29 @@ public partial class SkillUnlockerComponent : Node
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foreach (var skill in availableSkills)
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{
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Store?.UnlockSkillPermanently(skill);
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EmitSignalSkillUnlocked(skill);
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}
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_gameManager.UnlockSkills(availableSkills);
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SkillManager.ApplyUnlockedSkills();
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}
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public bool TryUpgradeSkill(SkillData skill)
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{
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if (_gameManager == null) return false;
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if (!_gameManager.IsSkillUnlocked(skill)) return false;
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if (Store == null) return false;
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if (!Store.IsSkillUnlocked(skill)) return false;
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if (skill.Level >= skill.MaxLevel) return false;
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if (!HasEnoughCoins(skill.Upgrades[skill.Level].Cost)) return false;
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_gameManager.RemoveCoins(skill.Upgrades[skill.Level].Cost);
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Store.RemoveCoins(skill.Upgrades[skill.Level].Cost);
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skill.Level++;
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if (SkillManager.ActiveComponents.TryGetValue(skill.Name, out Variant componentVariant))
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{
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var component = componentVariant.AsGodotObject();
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if (component is ISkill skillInstance)
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{
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skillInstance.ApplyUpgrade(skill.Upgrades[skill.Level - 1]);
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}
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}
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EmitSignalSkillUnlocked(skill);
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return true;
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}
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}
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}
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Reference in New Issue
Block a user