[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 TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public sealed class InventorySlotView : MonoBehaviour
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{
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[SerializeField] private Image iconImage;
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[SerializeField] private TMP_Text nameText;
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[SerializeField] private TMP_Text descriptionText;
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[SerializeField] private TMP_Text usesText;
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[SerializeField] private Button activateButton;
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[SerializeField] private Button deactivateButton;
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[SerializeField] private Button sellButton;
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[SerializeField] private TMP_Text sellPriceText;
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[SerializeField] private Image background;
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[Header("Colors")]
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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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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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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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if (deactivateButton != null)
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deactivateButton.onClick.AddListener(() => OnDeactivateClicked?.Invoke(runtime));
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if (sellButton != null)
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sellButton.onClick.AddListener(() => OnSellClicked?.Invoke(runtime));
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}
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public void Setup(ModifierRuntime modifierRuntime, bool canActivateMore)
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{
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runtime = modifierRuntime;
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var data = runtime.Data;
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if (data == 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 (usesText != null)
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{
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if (data.Durability == ModifierDurability.LimitedUses)
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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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}
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else
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{
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usesText.gameObject.SetActive(false);
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}
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}
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if (sellPriceText != null) sellPriceText.text = data.SellPrice.ToString();
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bool isActive = runtime.IsActive;
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if (activateButton != null)
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{
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activateButton.gameObject.SetActive(!isActive);
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activateButton.interactable = canActivateMore;
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}
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if (deactivateButton != null)
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deactivateButton.gameObject.SetActive(isActive);
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if (background != null)
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background.color = isActive ? activeColor : inactiveColor;
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}
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}
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