Add marketplace component for skill unlocking and update related resources
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@@ -28,7 +28,6 @@ func _process(_delta: float) -> void:
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return
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if damage_timer:
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return
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process_entity_and_apply_damage(current_target)
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@@ -63,6 +62,9 @@ func process_entity_and_apply_damage(body: Node2D) -> void:
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func on_area2d_body_entered(body: Node2D) -> void:
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current_target = body
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if not check_if_processing_is_on():
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return
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if damage_timer:
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damage_timer.start()
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@@ -77,8 +79,16 @@ func on_area2d_body_exited(body: Node2D) -> void:
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func on_area2d_area_entered(area: Area2D) -> void:
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if not check_if_processing_is_on():
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return
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if area == area2d:
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return
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var parent := area.get_parent()
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if parent.has_node("DamageComponent"):
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process_entity_and_apply_damage(parent)
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func check_if_processing_is_on() -> bool:
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return self.process_mode == PROCESS_MODE_INHERIT or self.process_mode == PROCESS_MODE_ALWAYS
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@@ -6,19 +6,20 @@ extends Node
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@onready var game_manager: GM = $"/root/GameManager"
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func try_unlock_skill(skill_data: SkillData) -> void:
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func try_unlock_skill(skill_data: SkillData) -> bool:
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if not game_manager:
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return
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return false
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if game_manager.is_skill_unlocked(skill_data.name):
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return
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return false
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if game_manager.get_coins() < skill_data.cost:
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return
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return false
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game_manager.remove_coins(skill_data.cost)
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game_manager.unlock_skill(skill_data.name)
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skill_manager.add_skill(skill_data)
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return true
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func _input(event: InputEvent) -> void:
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