[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
+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)
{