[Add] Universal modifier system, shop, inventory & persistence
Replace hardcoded BonusForOnes/MultiplierForSixes with data-driven modifier system supporting 2 scopes (SelectedCategory, AnyCategoryClosed), 4 effect types, durability modes (Permanent, LimitedUses), and configurable targets via ScriptableObject (ModifierData). - Modifier domain: ModifierEnums, ModifierTarget, ModifierData, ModifierRuntime, ModifierEffect (dict-based strategy), ModifierPipeline (4-pass: cat-additive → cat-multiplicative → final-additive → final-multiplicative) - ScoringSystem: replaced old modifier list with ModifierPipeline integration, added OnCategoryConfirmed event - Shop MVC: ShopCatalog (SO), ShopModel, ShopView, ShopItemView, ShopController - Inventory MVC: InventoryModel (activate/deactivate/sell/durability), InventoryView, InventorySlotView, InventoryController - CurrencyBank: editor-adjustable balance with events - Persistence: SaveData + SaveSystem (Newtonsoft JSON + PlayerPrefs) - Editor: ModifierAssetCreator menu item to generate 6 example modifiers + catalog - Tests: 6 test classes covering effects, pipeline, scoring, shop, inventory, save - GameController: wired shop/inventory/save lifecycle - GameInfoView: added currency display, shop/inventory toggle buttons Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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using System;
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using UnityEngine;
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public sealed class CurrencyBank : MonoBehaviour
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{
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[SerializeField] private int startingBalance = 500;
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private int balance;
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public int Balance => balance;
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public event Action<int> OnBalanceChanged;
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private void Awake()
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{
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balance = startingBalance;
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}
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public void Add(int amount)
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{
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if (amount <= 0) return;
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balance += amount;
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OnBalanceChanged?.Invoke(balance);
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}
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public bool Spend(int amount)
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{
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if (amount <= 0) return false;
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if (balance < amount) return false;
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balance -= amount;
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OnBalanceChanged?.Invoke(balance);
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return true;
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}
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public bool CanAfford(int amount) => balance >= amount;
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public void SetBalance(int value)
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{
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balance = Mathf.Max(0, value);
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OnBalanceChanged?.Invoke(balance);
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}
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}
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