[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>
This commit is contained in:
2026-02-28 06:40:33 +07:00
parent 4f8db3158f
commit ba626acb9b
33 changed files with 2123 additions and 86 deletions
+14 -33
View File
@@ -4,14 +4,13 @@ using UnityEngine;
public sealed class ScoringSystem : MonoBehaviour
{
[Header("Modifiers")]
[SerializeField] private List<ScoreModifier> activeModifiers = new();
public event Action<YachtCategory, int> OnCategoryScored;
public event Action<int> OnAllCategoriesScored;
public event Action<YachtCategory, ScoreResult> OnCategoryConfirmed;
private readonly Dictionary<YachtCategory, int> scorecard = new();
private readonly HashSet<YachtCategory> usedCategories = new();
private List<ModifierData> activeModifierData = new();
public bool IsCategoryUsed(YachtCategory category) => usedCategories.Contains(category);
@@ -36,24 +35,20 @@ public sealed class ScoringSystem : MonoBehaviour
public bool IsComplete => CategoriesFilledCount >= TotalCategoryCount;
public void AddModifier(ScoreModifier modifier)
public void SetActiveModifiers(List<ModifierData> modifiers)
{
if (modifier != null && !activeModifiers.Contains(modifier))
activeModifiers.Add(modifier);
activeModifierData = modifiers ?? new List<ModifierData>();
}
public void RemoveModifier(ScoreModifier modifier)
{
activeModifiers.Remove(modifier);
}
public IReadOnlyList<ScoreModifier> ActiveModifiers => activeModifiers;
public IReadOnlyList<ModifierData> ActiveModifiers => activeModifierData;
public ScoreResult PreviewScore(int[] diceValues, YachtCategory category)
{
int baseScore = CategoryScorer.Calculate(diceValues, category);
ScoreResult result = ScoreResult.Create(baseScore, diceValues, category);
ApplyModifiers(ref result);
ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.SelectedCategory);
return result;
}
@@ -62,13 +57,18 @@ public sealed class ScoringSystem : MonoBehaviour
if (usedCategories.Contains(category))
throw new InvalidOperationException($"Category {category} has already been scored.");
ScoreResult result = PreviewScore(diceValues, category);
int baseScore = CategoryScorer.Calculate(diceValues, category);
ScoreResult result = ScoreResult.Create(baseScore, diceValues, category);
ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.SelectedCategory);
ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.AnyCategoryClosed);
int finalScore = result.FinalScore;
scorecard[category] = finalScore;
usedCategories.Add(category);
OnCategoryScored?.Invoke(category, finalScore);
OnCategoryConfirmed?.Invoke(category, result);
if (IsComplete)
OnAllCategoriesScored?.Invoke(TotalScore);
@@ -76,25 +76,6 @@ public sealed class ScoringSystem : MonoBehaviour
return result;
}
private void ApplyModifiers(ref ScoreResult result)
{
// Pass 1: Additive
for (int i = 0; i < activeModifiers.Count; i++)
{
if (activeModifiers[i] == null) continue;
if (activeModifiers[i].Phase == ScoreModifier.ModifierPhase.Additive)
activeModifiers[i].Apply(ref result);
}
// Pass 2: Multiplicative
for (int i = 0; i < activeModifiers.Count; i++)
{
if (activeModifiers[i] == null) continue;
if (activeModifiers[i].Phase == ScoreModifier.ModifierPhase.Multiplicative)
activeModifiers[i].Apply(ref result);
}
}
public void ResetScorecard()
{
scorecard.Clear();