[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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@@ -2,7 +2,7 @@ using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using YachtDice.Modifiers;
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using YachtDice.Modifiers.Runtime;
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namespace YachtDice.Inventory
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{
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@@ -22,39 +22,39 @@ namespace YachtDice.Inventory
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[SerializeField] private Color activeColor = new(0.7f, 1f, 0.7f);
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[SerializeField] private Color inactiveColor = Color.white;
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private ModifierRuntime runtime;
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private ModifierInstance instance;
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public event Action<ModifierRuntime> OnActivateClicked;
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public event Action<ModifierRuntime> OnDeactivateClicked;
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public event Action<ModifierRuntime> OnSellClicked;
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public event Action<ModifierInstance> OnActivateClicked;
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public event Action<ModifierInstance> OnDeactivateClicked;
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public event Action<ModifierInstance> OnSellClicked;
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private void Awake()
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{
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if (activateButton != null)
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activateButton.onClick.AddListener(() => OnActivateClicked?.Invoke(runtime));
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activateButton.onClick.AddListener(() => OnActivateClicked?.Invoke(instance));
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if (deactivateButton != null)
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deactivateButton.onClick.AddListener(() => OnDeactivateClicked?.Invoke(runtime));
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deactivateButton.onClick.AddListener(() => OnDeactivateClicked?.Invoke(instance));
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if (sellButton != null)
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sellButton.onClick.AddListener(() => OnSellClicked?.Invoke(runtime));
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sellButton.onClick.AddListener(() => OnSellClicked?.Invoke(instance));
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}
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public void Setup(ModifierRuntime modifierRuntime, bool canActivateMore)
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public void Setup(ModifierInstance modifierInstance, bool canActivateMore)
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{
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runtime = modifierRuntime;
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var data = runtime.Data;
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instance = modifierInstance;
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var def = instance.Definition;
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if (data == null) return;
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if (def == null) return;
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if (nameText != null) nameText.text = data.DisplayName;
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if (descriptionText != null) descriptionText.text = data.Description;
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if (iconImage != null && data.Icon != null) iconImage.sprite = data.Icon;
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if (nameText != null) nameText.text = def.DisplayName;
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if (descriptionText != null) descriptionText.text = def.Description;
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if (iconImage != null && def.Icon != null) iconImage.sprite = def.Icon;
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if (usesText != null)
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{
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if (data.Durability == ModifierDurability.LimitedUses)
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if (def.HasLimitedUses)
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{
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usesText.gameObject.SetActive(true);
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usesText.text = $"{runtime.RemainingUses}/{data.MaxUses}";
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usesText.text = $"{instance.RemainingUses}/{def.MaxUses}";
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}
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else
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{
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@@ -62,9 +62,9 @@ namespace YachtDice.Inventory
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}
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}
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if (sellPriceText != null) sellPriceText.text = data.SellPrice.ToString();
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if (sellPriceText != null) sellPriceText.text = def.SellPrice.ToString();
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bool isActive = runtime.IsActive;
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bool isActive = instance.IsActive;
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if (activateButton != null)
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{
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