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