[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 System.Collections.Generic;
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using UnityEngine;
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using YachtDice.Modifiers.Core;
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using YachtDice.Modifiers.Runtime;
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namespace YachtDice.Modifiers.Definition
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{
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[CreateAssetMenu(fileName = "NewBehavior", menuName = "YachtDice/Modifiers/Behavior")]
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public class ModifierBehaviorSO : ScriptableObject
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{
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[SerializeField] private TriggerType trigger;
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[SerializeField] private List<ConditionSO> conditions = new();
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[SerializeField] private List<EffectSO> effects = new();
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public TriggerType Trigger => trigger;
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public IReadOnlyList<ConditionSO> Conditions => conditions;
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public IReadOnlyList<EffectSO> Effects => effects;
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public bool EvaluateConditions(ModifierContext context, ModifierInstance instance)
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{
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for (int i = 0; i < conditions.Count; i++)
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{
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if (conditions[i] != null && !conditions[i].Evaluate(context, instance))
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return false;
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}
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return true;
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}
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#if UNITY_EDITOR
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public static ModifierBehaviorSO CreateForTest(
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TriggerType trigger,
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List<ConditionSO> conditions,
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List<EffectSO> effects)
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{
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var so = CreateInstance<ModifierBehaviorSO>();
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so.trigger = trigger;
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so.conditions = conditions ?? new List<ConditionSO>();
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so.effects = effects ?? new List<EffectSO>();
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return so;
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}
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#endif
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}
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}
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