rename gauntlet→candy_survival + rewrite Candy Survival per boss design
- Rename enum GAUNTLET→CANDY_SURVIVAL, all gauntlet_*→candy_survival_* - Rename files: gauntlet_manager→candy_survival_manager, candy_cannon→candy_survival_npc, gauntlet.tscn→candy_survival.tscn - Rewrite candy_survival_manager.gd: blueprints, candy stack, Mekton delivery, Sugar Rush, knock/ghost charges, sticky-as-wall - Update player_movement_manager.gd: smack→knock system, ghost integration - All Candy Survival issues (#54-57, #65-70) retitled per boss design - Shared managers (goals_cycle, goal, player_race, playerboard, turn) untouched
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@@ -1,5 +1,5 @@
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extends Node3D
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class_name CandyCannonController
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class_name CandySurvivalNPCController
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@export var is_static_turret: bool = true
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@@ -67,7 +67,7 @@ func spawn_projectile(target_world_pos: Vector3, duration: float) -> void:
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projectile.mesh = sphere
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Gauntlet
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mat.albedo_color = Color(1.0, 0.4, 0.8) # Candy pink for Candy Survival
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mat.emission_enabled = true
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mat.emission = Color(1.0, 0.4, 0.8)
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mat.emission_energy_multiplier = 3.0
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