[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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[CreateAssetMenu(fileName = "NewModifier", menuName = "YachtDice/Modifier Data")]
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public sealed class ModifierData : ScriptableObject
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{
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[SerializeField] private string id;
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[SerializeField] private string displayName;
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[SerializeField] [TextArea] private string description;
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[SerializeField] private ModifierRarity rarity;
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[SerializeField] private int shopPrice;
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[SerializeField] private int sellPrice;
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[SerializeField] private Sprite icon;
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[Header("Effect")]
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[SerializeField] private ModifierScope scope;
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[SerializeField] private ModifierEffectType effectType;
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[SerializeField] private ModifierTarget target;
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[SerializeField] private float effectValue;
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[Header("Durability")]
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[SerializeField] private ModifierDurability durability;
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[SerializeField] private int maxUses;
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public string Id => id;
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public string DisplayName => displayName;
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public string Description => description;
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public ModifierRarity Rarity => rarity;
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public int ShopPrice => shopPrice;
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public int SellPrice => sellPrice;
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public Sprite Icon => icon;
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public ModifierScope Scope => scope;
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public ModifierEffectType EffectType => effectType;
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public ModifierTarget Target => target;
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public float EffectValue => effectValue;
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public ModifierDurability Durability => durability;
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public int MaxUses => maxUses;
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public bool IsAdditive =>
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effectType == ModifierEffectType.AddPerDieValue ||
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effectType == ModifierEffectType.AddFlatToFinalScore;
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public bool IsMultiplicative =>
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effectType == ModifierEffectType.MultiplyPerDieValue ||
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effectType == ModifierEffectType.MultiplyFinalScore;
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public bool IsCategoryLevel =>
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effectType == ModifierEffectType.AddPerDieValue ||
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effectType == ModifierEffectType.MultiplyPerDieValue;
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public bool IsFinalScoreLevel =>
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effectType == ModifierEffectType.AddFlatToFinalScore ||
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effectType == ModifierEffectType.MultiplyFinalScore;
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#if UNITY_EDITOR
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public static ModifierData CreateForTest(
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string id,
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ModifierScope scope,
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ModifierEffectType effectType,
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float effectValue,
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int dieValue = 0,
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YachtCategory targetCategory = YachtCategory.Ones,
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bool hasCategoryFilter = false,
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ModifierDurability durability = ModifierDurability.Permanent,
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int maxUses = 0,
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int shopPrice = 100,
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int sellPrice = 50)
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{
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var data = CreateInstance<ModifierData>();
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data.id = id;
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data.displayName = id;
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data.description = id;
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data.scope = scope;
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data.effectType = effectType;
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data.effectValue = effectValue;
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data.target = new ModifierTarget
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{
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DieValue = dieValue,
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TargetCategory = targetCategory,
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HasCategoryFilter = hasCategoryFilter
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};
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data.durability = durability;
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data.maxUses = maxUses;
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data.shopPrice = shopPrice;
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data.sellPrice = sellPrice;
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return data;
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}
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#endif
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}
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