[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:
@@ -1,18 +1,18 @@
|
||||
using UnityEngine;
|
||||
using YachtDice.Economy;
|
||||
using YachtDice.Modifiers;
|
||||
using YachtDice.Modifiers.Definition;
|
||||
|
||||
namespace YachtDice.Shop
|
||||
{
|
||||
public class ShopController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private ShopCatalog catalog;
|
||||
[SerializeField] private ModifierCatalogSO catalog;
|
||||
[SerializeField] private ShopView shopView;
|
||||
[SerializeField] private CurrencyBank currencyBank;
|
||||
|
||||
private ShopModel model;
|
||||
|
||||
public ShopCatalog Catalog => catalog;
|
||||
public ModifierCatalogSO Catalog => catalog;
|
||||
|
||||
public void Initialize(ShopModel shopModel)
|
||||
{
|
||||
@@ -25,7 +25,7 @@ namespace YachtDice.Shop
|
||||
|
||||
model.OnItemPurchased += HandleItemPurchased;
|
||||
|
||||
shopView.Populate(catalog.AvailableModifiers, model);
|
||||
shopView.Populate(catalog.All, model);
|
||||
shopView.UpdateCurrencyDisplay(currencyBank != null ? currencyBank.Balance : 0);
|
||||
}
|
||||
|
||||
@@ -41,20 +41,20 @@ namespace YachtDice.Shop
|
||||
model.OnItemPurchased -= HandleItemPurchased;
|
||||
}
|
||||
|
||||
private void HandleBuyClicked(ModifierData data)
|
||||
private void HandleBuyClicked(ModifierDefinitionSO def)
|
||||
{
|
||||
model.TryPurchase(data);
|
||||
model.TryPurchase(def);
|
||||
}
|
||||
|
||||
private void HandleCurrencyChanged(int newBalance)
|
||||
{
|
||||
shopView.UpdateCurrencyDisplay(newBalance);
|
||||
shopView.RefreshStates(catalog.AvailableModifiers, model);
|
||||
shopView.RefreshStates(catalog.All, model);
|
||||
}
|
||||
|
||||
private void HandleItemPurchased(ModifierData data)
|
||||
private void HandleItemPurchased(ModifierDefinitionSO def)
|
||||
{
|
||||
shopView.RefreshStates(catalog.AvailableModifiers, model);
|
||||
shopView.RefreshStates(catalog.All, model);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user