feat: implement StopNGoManager for phase-based gameplay and update player logic for mission tracking and movement penalties
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@@ -352,6 +352,7 @@ func _ready():
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@onready var floor_spawn_bot: AnimatedSprite3D = $floor_spawn_bot
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@onready var floor_spawn_top: AnimatedSprite3D = $floor_spawn_top
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@onready var vfx_scatter_knock: AnimatedSprite3D = $scatter_knock
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#func _input(event: InputEvent) -> void:
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#if event.is_action_pressed("grab_item"):
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@@ -369,6 +370,14 @@ func play_floor_spawn():
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floor_spawn_bot.visible = false
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floor_spawn_top.visible = false
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@rpc("any_peer", "call_local")
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func play_scatter_knock():
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if vfx_scatter_knock:
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vfx_scatter_knock.visible = true
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vfx_scatter_knock.play("scatter_knock")
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await vfx_scatter_knock.animation_finished
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vfx_scatter_knock.visible = false
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func _init_managers():
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movement_manager = load("res://scripts/managers/player_movement_manager.gd").new()
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movement_manager.name = "MovementManager"
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