[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 UnityEngine;
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public sealed class InventoryController : MonoBehaviour
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{
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[SerializeField] private InventoryView inventoryView;
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[SerializeField] private ScoringSystem scoringSystem;
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[SerializeField] private CurrencyBank currencyBank;
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private InventoryModel model;
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public InventoryModel Model => model;
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public void Initialize(InventoryModel inventoryModel)
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{
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model = inventoryModel;
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inventoryView.OnActivateClicked += HandleActivate;
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inventoryView.OnDeactivateClicked += HandleDeactivate;
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inventoryView.OnSellClicked += HandleSell;
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model.OnActiveModifiersChanged += HandleActiveModifiersChanged;
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model.OnInventoryChanged += HandleInventoryChanged;
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if (scoringSystem != null)
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scoringSystem.OnCategoryConfirmed += HandleCategoryConfirmed;
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RefreshView();
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}
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private void OnDestroy()
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{
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if (inventoryView != null)
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{
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inventoryView.OnActivateClicked -= HandleActivate;
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inventoryView.OnDeactivateClicked -= HandleDeactivate;
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inventoryView.OnSellClicked -= HandleSell;
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}
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if (model != null)
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{
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model.OnActiveModifiersChanged -= HandleActiveModifiersChanged;
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model.OnInventoryChanged -= HandleInventoryChanged;
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}
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if (scoringSystem != null)
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scoringSystem.OnCategoryConfirmed -= HandleCategoryConfirmed;
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}
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private void HandleActivate(ModifierRuntime runtime)
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{
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model.TryActivate(runtime);
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}
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private void HandleDeactivate(ModifierRuntime runtime)
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{
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model.Deactivate(runtime);
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}
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private void HandleSell(ModifierRuntime runtime)
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{
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if (runtime.Data == null) return;
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int sellPrice = runtime.Data.SellPrice;
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model.RemoveModifier(runtime);
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if (currencyBank != null)
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currencyBank.Add(sellPrice);
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}
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private void HandleActiveModifiersChanged(System.Collections.Generic.List<ModifierData> activeModifiers)
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{
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if (scoringSystem != null)
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scoringSystem.SetActiveModifiers(activeModifiers);
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}
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private void HandleInventoryChanged()
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{
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RefreshView();
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}
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private void HandleCategoryConfirmed(YachtCategory category, ScoreResult result)
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{
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model.ConsumeUseOnActive();
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}
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private void RefreshView()
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{
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if (inventoryView != null && model != null)
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inventoryView.Refresh(model.OwnedModifiers, model.MaxActiveSlots);
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}
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}
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