[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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@@ -4,14 +4,13 @@ using UnityEngine;
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public sealed class ScoringSystem : MonoBehaviour
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{
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[Header("Modifiers")]
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[SerializeField] private List<ScoreModifier> activeModifiers = new();
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public event Action<YachtCategory, int> OnCategoryScored;
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public event Action<int> OnAllCategoriesScored;
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public event Action<YachtCategory, ScoreResult> OnCategoryConfirmed;
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private readonly Dictionary<YachtCategory, int> scorecard = new();
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private readonly HashSet<YachtCategory> usedCategories = new();
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private List<ModifierData> activeModifierData = new();
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public bool IsCategoryUsed(YachtCategory category) => usedCategories.Contains(category);
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@@ -36,24 +35,20 @@ public sealed class ScoringSystem : MonoBehaviour
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public bool IsComplete => CategoriesFilledCount >= TotalCategoryCount;
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public void AddModifier(ScoreModifier modifier)
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public void SetActiveModifiers(List<ModifierData> modifiers)
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{
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if (modifier != null && !activeModifiers.Contains(modifier))
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activeModifiers.Add(modifier);
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activeModifierData = modifiers ?? new List<ModifierData>();
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}
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public void RemoveModifier(ScoreModifier modifier)
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{
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activeModifiers.Remove(modifier);
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}
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public IReadOnlyList<ScoreModifier> ActiveModifiers => activeModifiers;
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public IReadOnlyList<ModifierData> ActiveModifiers => activeModifierData;
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public ScoreResult PreviewScore(int[] diceValues, YachtCategory category)
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{
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int baseScore = CategoryScorer.Calculate(diceValues, category);
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ScoreResult result = ScoreResult.Create(baseScore, diceValues, category);
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ApplyModifiers(ref result);
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ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.SelectedCategory);
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return result;
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}
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@@ -62,13 +57,18 @@ public sealed class ScoringSystem : MonoBehaviour
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if (usedCategories.Contains(category))
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throw new InvalidOperationException($"Category {category} has already been scored.");
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ScoreResult result = PreviewScore(diceValues, category);
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int baseScore = CategoryScorer.Calculate(diceValues, category);
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ScoreResult result = ScoreResult.Create(baseScore, diceValues, category);
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ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.SelectedCategory);
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ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.AnyCategoryClosed);
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int finalScore = result.FinalScore;
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scorecard[category] = finalScore;
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usedCategories.Add(category);
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OnCategoryScored?.Invoke(category, finalScore);
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OnCategoryConfirmed?.Invoke(category, result);
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if (IsComplete)
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OnAllCategoriesScored?.Invoke(TotalScore);
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@@ -76,25 +76,6 @@ public sealed class ScoringSystem : MonoBehaviour
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return result;
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}
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private void ApplyModifiers(ref ScoreResult result)
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{
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// Pass 1: Additive
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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if (activeModifiers[i] == null) continue;
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if (activeModifiers[i].Phase == ScoreModifier.ModifierPhase.Additive)
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activeModifiers[i].Apply(ref result);
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}
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// Pass 2: Multiplicative
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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if (activeModifiers[i] == null) continue;
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if (activeModifiers[i].Phase == ScoreModifier.ModifierPhase.Multiplicative)
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activeModifiers[i].Apply(ref result);
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}
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}
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public void ResetScorecard()
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{
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scorecard.Clear();
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