Extend VContainer DI: eliminate manual composition and duplicate references

- Register InventoryModel, ShopModel as container-managed singletons
- Register GameController, ShopController, InventoryController via RegisterComponent
- Replace [SerializeField] with [Inject] for service dependencies in controllers
- Move maxActiveModifierSlots config to GameLifetimeScope (composition root)
- Remove manual model creation and Initialize() calls from GameController
- Add ToggleVisibility() to ShopController/InventoryController, removing GetComponentInChildren
- Move event subscriptions from Awake to Start for safe VContainer injection order
- Transfer game startup orchestration to GameController.Start()

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-01 16:14:44 +07:00
parent 6c10a35bf9
commit 3c50415111
5 changed files with 116 additions and 98 deletions
@@ -1,4 +1,5 @@
using UnityEngine;
using VContainer;
using YachtDice.Categories;
using YachtDice.Economy;
using YachtDice.Modifiers.Runtime;
@@ -9,25 +10,29 @@ namespace YachtDice.Inventory
public class InventoryController : MonoBehaviour
{
[SerializeField] private InventoryView inventoryView;
[SerializeField] private ScoringSystem scoringSystem;
[SerializeField] private CurrencyBank currencyBank;
private InventoryModel model;
private ScoringSystem scoringSystem;
private CurrencyBank currencyBank;
public InventoryModel Model => model;
public void Initialize(InventoryModel inventoryModel)
[Inject]
public void Construct(InventoryModel model, ScoringSystem scoringSystem, CurrencyBank currencyBank)
{
model = inventoryModel;
this.model = model;
this.scoringSystem = scoringSystem;
this.currencyBank = currencyBank;
}
private void Start()
{
inventoryView.OnActivateClicked += HandleActivate;
inventoryView.OnDeactivateClicked += HandleDeactivate;
inventoryView.OnSellClicked += HandleSell;
model.OnInventoryChanged += HandleInventoryChanged;
if (scoringSystem != null)
scoringSystem.OnCategoryConfirmed += HandleCategoryConfirmed;
scoringSystem.OnCategoryConfirmed += HandleCategoryConfirmed;
RefreshView();
}
@@ -48,6 +53,16 @@ namespace YachtDice.Inventory
scoringSystem.OnCategoryConfirmed -= HandleCategoryConfirmed;
}
public void ToggleVisibility()
{
if (inventoryView == null) return;
if (inventoryView.IsVisible)
inventoryView.Hide();
else
inventoryView.Show();
}
private void HandleActivate(ModifierInstance instance)
{
model.TryActivate(instance);