[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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[Serializable]
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public sealed class ModifierRuntime
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{
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public string ModifierId;
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public bool IsActive;
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public int RemainingUses;
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[NonSerialized] public ModifierData Data;
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public bool IsExpired => Data != null &&
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Data.Durability == ModifierDurability.LimitedUses &&
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RemainingUses <= 0;
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public void ConsumeUse()
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{
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if (Data == null) return;
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if (Data.Durability != ModifierDurability.LimitedUses) return;
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RemainingUses--;
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}
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public static ModifierRuntime Create(ModifierData data)
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{
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return new ModifierRuntime
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{
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ModifierId = data.Id,
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IsActive = false,
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RemainingUses = data.Durability == ModifierDurability.LimitedUses ? data.MaxUses : -1,
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Data = data
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};
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}
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}
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