[Refactor] Replace hardcoded categories with data-driven SO system and abstract dice

- Add abstract dice system (IDie interface, DieDefinitionSO, StandardDieSO, DieInstance)
  to support future custom dice types while keeping backward compat via int[] DiceValues
- Replace YachtCategory enum and CategoryScorer switch with CategoryDefinitionSO hierarchy:
  SumOfValueCategorySO, NOfAKindCategorySO, FullHouseCategorySO, StraightCategorySO, SumAllCategorySO
- Add CategoryCatalogSO for ordered category collections and DiceCheckUtility for shared logic
- Refactor ScoringSystem, Views, GameManager, GameController to use SO references
- Update CategoryCondition modifier to use SO reference instead of enum
- Update all editor tests to use SO-based categories and DieInstance

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-01 11:46:50 +07:00
parent 6a48d68f75
commit 0f9b162061
31 changed files with 845 additions and 298 deletions
+4
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@@ -14,6 +14,10 @@ namespace YachtDice.Dice
[Header("References")]
[SerializeField] private Dice dice;
[SerializeField] private Rigidbody rb;
[SerializeField] private DieDefinitionSO definition;
/// <summary>Определение типа дайса (назначается в инспекторе).</summary>
public DieDefinitionSO Definition => definition;
[Header("Throw Settings")]
[Tooltip("Сила подброса вверх")]
+36
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@@ -0,0 +1,36 @@
using UnityEngine;
namespace YachtDice.Dice
{
/// <summary>
/// Абстрактное определение типа дайса.
/// Наследники описывают конкретные виды (стандартный d6, специальные и т.д.).
/// </summary>
public abstract class DieDefinitionSO : ScriptableObject
{
[Header("Identity")]
[SerializeField] private string id;
[SerializeField] private string displayName;
[SerializeField] private Sprite icon;
public string Id => id;
public string DisplayName => displayName;
public Sprite Icon => icon;
/// <summary>Количество граней.</summary>
public abstract int FaceCount { get; }
/// <summary>Возвращает массив всех возможных значений граней.</summary>
public abstract int[] GetFaceValues();
#if UNITY_EDITOR
public static T CreateForTest<T>(string id, string displayName = null) where T : DieDefinitionSO
{
var so = CreateInstance<T>();
so.id = id;
so.displayName = displayName ?? id;
return so;
}
#endif
}
}
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@@ -0,0 +1,27 @@
namespace YachtDice.Dice
{
/// <summary>
/// Рантайм-состояние одного дайса.
/// Хранит текущее значение верхней грани и ссылку на определение типа.
/// </summary>
public class DieInstance : IDie
{
public DieDefinitionSO Definition { get; }
public int Value { get; set; }
public bool IsLocked { get; set; }
public DieInstance(DieDefinitionSO definition)
{
Definition = definition;
Value = 0;
IsLocked = false;
}
public DieInstance(DieDefinitionSO definition, int initialValue)
{
Definition = definition;
Value = initialValue;
IsLocked = false;
}
}
}
+15
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@@ -0,0 +1,15 @@
namespace YachtDice.Dice
{
/// <summary>
/// Минимальный контракт для любого дайса.
/// Каждый дайс всегда имеет текущее значение (верхняя грань) и определение типа.
/// </summary>
public interface IDie
{
/// <summary>Текущее значение верхней грани.</summary>
int Value { get; }
/// <summary>Определение типа дайса (ScriptableObject).</summary>
DieDefinitionSO Definition { get; }
}
}
+33
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@@ -0,0 +1,33 @@
using UnityEngine;
namespace YachtDice.Dice
{
/// <summary>
/// Стандартный дайс с настраиваемыми значениями граней.
/// По умолчанию — классический d6 (1-6).
/// </summary>
[CreateAssetMenu(fileName = "StandardDie", menuName = "YachtDice/Dice/Standard Die")]
public class StandardDieSO : DieDefinitionSO
{
[Header("Configuration")]
[SerializeField] private int[] faceValues = { 1, 2, 3, 4, 5, 6 };
public override int FaceCount => faceValues.Length;
public override int[] GetFaceValues()
{
int[] copy = new int[faceValues.Length];
System.Array.Copy(faceValues, copy, faceValues.Length);
return copy;
}
#if UNITY_EDITOR
public static StandardDieSO CreateStandardD6ForTest()
{
var so = CreateForTest<StandardDieSO>("standard_d6", "Стандартный d6");
so.faceValues = new[] { 1, 2, 3, 4, 5, 6 };
return so;
}
#endif
}
}