[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>
This commit is contained in:
2026-03-01 06:20:23 +07:00
parent 6e19de2f3d
commit 68c4abace3
57 changed files with 2227 additions and 912 deletions
@@ -1,6 +1,6 @@
using UnityEngine;
using YachtDice.Economy;
using YachtDice.Modifiers;
using YachtDice.Modifiers.Runtime;
using YachtDice.Scoring;
namespace YachtDice.Inventory
@@ -23,7 +23,6 @@ namespace YachtDice.Inventory
inventoryView.OnDeactivateClicked += HandleDeactivate;
inventoryView.OnSellClicked += HandleSell;
model.OnActiveModifiersChanged += HandleActiveModifiersChanged;
model.OnInventoryChanged += HandleInventoryChanged;
if (scoringSystem != null)
@@ -42,42 +41,33 @@ namespace YachtDice.Inventory
}
if (model != null)
{
model.OnActiveModifiersChanged -= HandleActiveModifiersChanged;
model.OnInventoryChanged -= HandleInventoryChanged;
}
if (scoringSystem != null)
scoringSystem.OnCategoryConfirmed -= HandleCategoryConfirmed;
}
private void HandleActivate(ModifierRuntime runtime)
private void HandleActivate(ModifierInstance instance)
{
model.TryActivate(runtime);
model.TryActivate(instance);
}
private void HandleDeactivate(ModifierRuntime runtime)
private void HandleDeactivate(ModifierInstance instance)
{
model.Deactivate(runtime);
model.Deactivate(instance);
}
private void HandleSell(ModifierRuntime runtime)
private void HandleSell(ModifierInstance instance)
{
if (runtime.Data == null) return;
if (instance.Definition == null) return;
int sellPrice = runtime.Data.SellPrice;
model.RemoveModifier(runtime);
int sellPrice = instance.Definition.SellPrice;
model.RemoveModifier(instance);
if (currencyBank != null)
currencyBank.Add(sellPrice);
}
private void HandleActiveModifiersChanged(System.Collections.Generic.List<ModifierData> activeModifiers)
{
if (scoringSystem != null)
scoringSystem.SetActiveModifiers(activeModifiers);
}
private void HandleInventoryChanged()
{
RefreshView();
+30 -113
View File
@@ -1,131 +1,48 @@
using System;
using System.Collections.Generic;
using YachtDice.Modifiers;
using YachtDice.Modifiers.Definition;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Inventory
{
public class InventoryModel
{
private readonly List<ModifierRuntime> ownedModifiers = new();
private int maxActiveSlots;
public IReadOnlyList<ModifierRuntime> OwnedModifiers => ownedModifiers;
public int MaxActiveSlots => maxActiveSlots;
private readonly ModifierRegistry registry;
public event Action OnInventoryChanged;
public event Action<List<ModifierData>> OnActiveModifiersChanged;
public event Action<IReadOnlyList<ModifierInstance>> OnActiveModifiersChanged;
public InventoryModel(int maxActiveSlots = 5)
public InventoryModel(ModifierRegistry registry)
{
this.maxActiveSlots = maxActiveSlots;
this.registry = registry;
registry.OnChanged += () => OnInventoryChanged?.Invoke();
registry.OnActiveModifiersChanged += list => OnActiveModifiersChanged?.Invoke(list);
}
public int ActiveCount
public IReadOnlyList<ModifierInstance> OwnedModifiers => registry.All;
public int MaxActiveSlots => registry.MaxActiveSlots;
public int ActiveCount => registry.ActiveCount;
public void SetMaxActiveSlots(int slots) => registry.SetMaxActiveSlots(slots);
public void AddModifier(ModifierDefinitionSO definition) => registry.Add(definition);
public void RemoveModifier(ModifierInstance instance) => registry.Remove(instance);
public bool TryActivate(ModifierInstance instance) => registry.TryActivate(instance);
public void Deactivate(ModifierInstance instance) => registry.Deactivate(instance);
public void ConsumeUseOnActive() => registry.ConsumeChargesOnActive();
public List<ModifierDefinitionSO> GetActiveModifierDefinitions()
{
get
{
int count = 0;
for (int i = 0; i < ownedModifiers.Count; i++)
if (ownedModifiers[i].IsActive) count++;
return count;
}
}
public void SetMaxActiveSlots(int slots)
{
maxActiveSlots = slots;
}
public void AddModifier(ModifierData data)
{
var runtime = ModifierRuntime.Create(data);
ownedModifiers.Add(runtime);
OnInventoryChanged?.Invoke();
}
public void RemoveModifier(ModifierRuntime modifier)
{
if (!ownedModifiers.Contains(modifier)) return;
if (modifier.IsActive)
{
modifier.IsActive = false;
OnActiveModifiersChanged?.Invoke(GetActiveModifierData());
}
ownedModifiers.Remove(modifier);
OnInventoryChanged?.Invoke();
}
public bool TryActivate(ModifierRuntime modifier)
{
if (modifier.IsActive) return false;
if (!ownedModifiers.Contains(modifier)) return false;
if (ActiveCount >= maxActiveSlots) return false;
modifier.IsActive = true;
OnActiveModifiersChanged?.Invoke(GetActiveModifierData());
OnInventoryChanged?.Invoke();
return true;
}
public void Deactivate(ModifierRuntime modifier)
{
if (!modifier.IsActive) return;
modifier.IsActive = false;
OnActiveModifiersChanged?.Invoke(GetActiveModifierData());
OnInventoryChanged?.Invoke();
}
public void ConsumeUseOnActive()
{
bool changed = false;
for (int i = ownedModifiers.Count - 1; i >= 0; i--)
{
var mod = ownedModifiers[i];
if (!mod.IsActive) continue;
if (mod.Data == null) continue;
if (mod.Data.Durability != ModifierDurability.LimitedUses) continue;
mod.ConsumeUse();
if (mod.IsExpired)
{
ownedModifiers.RemoveAt(i);
changed = true;
}
}
if (changed)
{
OnActiveModifiersChanged?.Invoke(GetActiveModifierData());
OnInventoryChanged?.Invoke();
}
}
public List<ModifierData> GetActiveModifierData()
{
var result = new List<ModifierData>();
for (int i = 0; i < ownedModifiers.Count; i++)
{
if (ownedModifiers[i].IsActive && ownedModifiers[i].Data != null)
result.Add(ownedModifiers[i].Data);
}
var result = new List<ModifierDefinitionSO>();
var active = registry.Active;
for (int i = 0; i < active.Count; i++)
result.Add(active[i].Definition);
return result;
}
public void LoadState(List<ModifierRuntime> loaded)
{
ownedModifiers.Clear();
if (loaded != null)
ownedModifiers.AddRange(loaded);
OnActiveModifiersChanged?.Invoke(GetActiveModifierData());
OnInventoryChanged?.Invoke();
}
public List<ModifierRuntime> GetAllForSave() => new(ownedModifiers);
}
}
+19 -19
View File
@@ -2,7 +2,7 @@ using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using YachtDice.Modifiers;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Inventory
{
@@ -22,39 +22,39 @@ namespace YachtDice.Inventory
[SerializeField] private Color activeColor = new(0.7f, 1f, 0.7f);
[SerializeField] private Color inactiveColor = Color.white;
private ModifierRuntime runtime;
private ModifierInstance instance;
public event Action<ModifierRuntime> OnActivateClicked;
public event Action<ModifierRuntime> OnDeactivateClicked;
public event Action<ModifierRuntime> OnSellClicked;
public event Action<ModifierInstance> OnActivateClicked;
public event Action<ModifierInstance> OnDeactivateClicked;
public event Action<ModifierInstance> OnSellClicked;
private void Awake()
{
if (activateButton != null)
activateButton.onClick.AddListener(() => OnActivateClicked?.Invoke(runtime));
activateButton.onClick.AddListener(() => OnActivateClicked?.Invoke(instance));
if (deactivateButton != null)
deactivateButton.onClick.AddListener(() => OnDeactivateClicked?.Invoke(runtime));
deactivateButton.onClick.AddListener(() => OnDeactivateClicked?.Invoke(instance));
if (sellButton != null)
sellButton.onClick.AddListener(() => OnSellClicked?.Invoke(runtime));
sellButton.onClick.AddListener(() => OnSellClicked?.Invoke(instance));
}
public void Setup(ModifierRuntime modifierRuntime, bool canActivateMore)
public void Setup(ModifierInstance modifierInstance, bool canActivateMore)
{
runtime = modifierRuntime;
var data = runtime.Data;
instance = modifierInstance;
var def = instance.Definition;
if (data == null) return;
if (def == null) return;
if (nameText != null) nameText.text = data.DisplayName;
if (descriptionText != null) descriptionText.text = data.Description;
if (iconImage != null && data.Icon != null) iconImage.sprite = data.Icon;
if (nameText != null) nameText.text = def.DisplayName;
if (descriptionText != null) descriptionText.text = def.Description;
if (iconImage != null && def.Icon != null) iconImage.sprite = def.Icon;
if (usesText != null)
{
if (data.Durability == ModifierDurability.LimitedUses)
if (def.HasLimitedUses)
{
usesText.gameObject.SetActive(true);
usesText.text = $"{runtime.RemainingUses}/{data.MaxUses}";
usesText.text = $"{instance.RemainingUses}/{def.MaxUses}";
}
else
{
@@ -62,9 +62,9 @@ namespace YachtDice.Inventory
}
}
if (sellPriceText != null) sellPriceText.text = data.SellPrice.ToString();
if (sellPriceText != null) sellPriceText.text = def.SellPrice.ToString();
bool isActive = runtime.IsActive;
bool isActive = instance.IsActive;
if (activateButton != null)
{
+11 -11
View File
@@ -3,7 +3,7 @@ using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using YachtDice.Modifiers;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Inventory
{
@@ -16,9 +16,9 @@ namespace YachtDice.Inventory
private readonly List<InventorySlotView> spawnedSlots = new();
public event Action<ModifierRuntime> OnActivateClicked;
public event Action<ModifierRuntime> OnDeactivateClicked;
public event Action<ModifierRuntime> OnSellClicked;
public event Action<ModifierInstance> OnActivateClicked;
public event Action<ModifierInstance> OnDeactivateClicked;
public event Action<ModifierInstance> OnSellClicked;
private void Awake()
{
@@ -36,7 +36,7 @@ namespace YachtDice.Inventory
public void Hide() => gameObject.SetActive(false);
public bool IsVisible => gameObject.activeSelf;
public void Refresh(IReadOnlyList<ModifierRuntime> owned, int maxSlots)
public void Refresh(IReadOnlyList<ModifierInstance> owned, int maxSlots)
{
ClearSlots();
@@ -44,11 +44,11 @@ namespace YachtDice.Inventory
for (int i = 0; i < owned.Count; i++)
{
var runtime = owned[i];
if (runtime.IsActive) activeCount++;
var inst = owned[i];
if (inst.IsActive) activeCount++;
var slot = Instantiate(slotPrefab, slotContainer);
slot.Setup(runtime, activeCount <= maxSlots);
slot.Setup(inst, activeCount <= maxSlots);
slot.OnActivateClicked += HandleActivate;
slot.OnDeactivateClicked += HandleDeactivate;
slot.OnSellClicked += HandleSell;
@@ -71,8 +71,8 @@ namespace YachtDice.Inventory
spawnedSlots.Clear();
}
private void HandleActivate(ModifierRuntime runtime) => OnActivateClicked?.Invoke(runtime);
private void HandleDeactivate(ModifierRuntime runtime) => OnDeactivateClicked?.Invoke(runtime);
private void HandleSell(ModifierRuntime runtime) => OnSellClicked?.Invoke(runtime);
private void HandleActivate(ModifierInstance inst) => OnActivateClicked?.Invoke(inst);
private void HandleDeactivate(ModifierInstance inst) => OnDeactivateClicked?.Invoke(inst);
private void HandleSell(ModifierInstance inst) => OnSellClicked?.Invoke(inst);
}
}