[Refactor] Replace enum-driven modifier system with data-driven SO composition
Replace the entire static, enum-based modifier pipeline with a composition-based, data-driven architecture using ScriptableObject polymorphism. New modifiers can now be created by assembling SO building blocks (Conditions + Effects + Behaviors) — no core code edits needed. New architecture: - Core/: TriggerType, ModifierPhase, ModifierContext, ICondition, IEffect - Definition/: ModifierDefinitionSO, ModifierBehaviorSO, ConditionSO, EffectSO, ModifierCatalogSO - Conditions/: DieValueCondition, CategoryCondition, MinScoreCondition, DiceCountCondition - Effects/: AddFlat, AddPerDie, Multiply, MultiplyPerDie, PostMultiply, AddCurrency, ConsumeCharge - Runtime/: ModifierInstance, ModifierRegistry (non-static service) - Pipeline/: async ModifierPipeline with phase ordering, tracing, anti-recursion - Editor/: ModifierDefinitionValidator with menu items - Events/: GameEventBus (non-static typed dispatcher) - DI/: GameLifetimeScope (VContainer composition root) Deleted old system: ModifierData, ModifierEffect, ModifierEnums, ModifierPipeline (static), ModifierRuntime, ModifierTarget, ShopCatalog, ModifierAssetCreator. Updated: ScoringSystem (VContainer + async), InventoryModel (delegates to ModifierRegistry), ShopModel (uses ModifierDefinitionSO), GameController (VContainer injection), SaveData (uses Runtime.ModifierSaveEntry), all views/controllers, and all test files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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using UnityEngine;
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using VContainer;
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using VContainer.Unity;
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using YachtDice.Economy;
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using YachtDice.Events;
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using YachtDice.Game;
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using YachtDice.Modifiers.Definition;
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using YachtDice.Modifiers.Pipeline;
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using YachtDice.Modifiers.Runtime;
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using YachtDice.Scoring;
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namespace YachtDice.DI
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{
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public class GameLifetimeScope : LifetimeScope
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{
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[SerializeField] private ModifierCatalogSO modifierCatalog;
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[Header("Scene References")]
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[SerializeField] private ScoringSystem scoringSystem;
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[SerializeField] private CurrencyBank currencyBank;
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[SerializeField] private GameManager gameManager;
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[SerializeField] private DiceManager diceManager;
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protected override void Configure(IContainerBuilder builder)
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{
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// SO catalog
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builder.RegisterInstance(modifierCatalog);
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// Core modifier services
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builder.Register<ModifierRegistry>(Lifetime.Singleton);
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builder.Register<ModifierPipeline>(Lifetime.Singleton);
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builder.Register<GameEventBus>(Lifetime.Singleton);
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// Scene MonoBehaviour components
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builder.RegisterComponent(scoringSystem);
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builder.RegisterComponent(currencyBank);
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builder.RegisterComponent(gameManager);
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builder.RegisterComponent(diceManager);
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}
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}
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}
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