[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
+20
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using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ShopCatalog", menuName = "YachtDice/Shop Catalog")]
public sealed class ShopCatalog : ScriptableObject
{
[SerializeField] private List<ModifierData> availableModifiers = new();
public IReadOnlyList<ModifierData> AvailableModifiers => availableModifiers;
public ModifierData FindById(string id)
{
for (int i = 0; i < availableModifiers.Count; i++)
{
if (availableModifiers[i] != null && availableModifiers[i].Id == id)
return availableModifiers[i];
}
return null;
}
}
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using UnityEngine;
public sealed class ShopController : MonoBehaviour
{
[SerializeField] private ShopCatalog catalog;
[SerializeField] private ShopView shopView;
[SerializeField] private CurrencyBank currencyBank;
private ShopModel model;
public ShopCatalog Catalog => catalog;
public void Initialize(ShopModel shopModel)
{
model = shopModel;
shopView.OnBuyClicked += HandleBuyClicked;
if (currencyBank != null)
currencyBank.OnBalanceChanged += HandleCurrencyChanged;
model.OnItemPurchased += HandleItemPurchased;
shopView.Populate(catalog.AvailableModifiers, model);
shopView.UpdateCurrencyDisplay(currencyBank != null ? currencyBank.Balance : 0);
}
private void OnDestroy()
{
if (shopView != null)
shopView.OnBuyClicked -= HandleBuyClicked;
if (currencyBank != null)
currencyBank.OnBalanceChanged -= HandleCurrencyChanged;
if (model != null)
model.OnItemPurchased -= HandleItemPurchased;
}
private void HandleBuyClicked(ModifierData data)
{
model.TryPurchase(data);
}
private void HandleCurrencyChanged(int newBalance)
{
shopView.UpdateCurrencyDisplay(newBalance);
shopView.RefreshStates(catalog.AvailableModifiers, model);
}
private void HandleItemPurchased(ModifierData data)
{
shopView.RefreshStates(catalog.AvailableModifiers, model);
}
}
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using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public sealed class ShopItemView : MonoBehaviour
{
[SerializeField] private Image iconImage;
[SerializeField] private TMP_Text nameText;
[SerializeField] private TMP_Text descriptionText;
[SerializeField] private TMP_Text priceText;
[SerializeField] private TMP_Text rarityText;
[SerializeField] private Button buyButton;
[SerializeField] private TMP_Text buyButtonText;
[SerializeField] private Image background;
[Header("Rarity Colors")]
[SerializeField] private Color commonColor = Color.white;
[SerializeField] private Color uncommonColor = new(0.4f, 0.8f, 0.4f);
[SerializeField] private Color rareColor = new(0.4f, 0.6f, 1f);
[SerializeField] private Color epicColor = new(0.8f, 0.4f, 1f);
private ModifierData data;
public event Action<ModifierData> OnBuyClicked;
private void Awake()
{
if (buyButton != null)
buyButton.onClick.AddListener(() => OnBuyClicked?.Invoke(data));
}
public void Setup(ModifierData modifierData, ShopItemState state)
{
data = modifierData;
if (nameText != null) nameText.text = data.DisplayName;
if (descriptionText != null) descriptionText.text = data.Description;
if (priceText != null) priceText.text = data.ShopPrice.ToString();
if (iconImage != null && data.Icon != null) iconImage.sprite = data.Icon;
if (rarityText != null)
{
rarityText.text = data.Rarity.ToString();
rarityText.color = GetRarityColor(data.Rarity);
}
SetState(state);
}
public void SetState(ShopItemState state)
{
if (buyButton == null) return;
switch (state)
{
case ShopItemState.Available:
buyButton.interactable = true;
if (buyButtonText != null) buyButtonText.text = "Buy";
break;
case ShopItemState.RepurchaseAvailable:
buyButton.interactable = true;
if (buyButtonText != null) buyButtonText.text = "Buy";
break;
case ShopItemState.TooExpensive:
buyButton.interactable = false;
if (buyButtonText != null) buyButtonText.text = "Buy";
break;
case ShopItemState.Owned:
buyButton.interactable = false;
if (buyButtonText != null) buyButtonText.text = "Owned";
break;
}
}
private Color GetRarityColor(ModifierRarity rarity)
{
return rarity switch
{
ModifierRarity.Common => commonColor,
ModifierRarity.Uncommon => uncommonColor,
ModifierRarity.Rare => rareColor,
ModifierRarity.Epic => epicColor,
_ => commonColor
};
}
}
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using System;
using System.Collections.Generic;
public sealed class ShopModel
{
private readonly CurrencyBank currencyBank;
private readonly InventoryModel inventoryModel;
private readonly HashSet<string> purchasedPermanentIds = new();
public event Action<ModifierData> OnItemPurchased;
public ShopModel(CurrencyBank currencyBank, InventoryModel inventoryModel)
{
this.currencyBank = currencyBank;
this.inventoryModel = inventoryModel;
}
public bool CanPurchase(ModifierData modifier)
{
if (modifier == null) return false;
if (!currencyBank.CanAfford(modifier.ShopPrice)) return false;
if (modifier.Durability == ModifierDurability.Permanent &&
purchasedPermanentIds.Contains(modifier.Id))
return false;
return true;
}
public bool TryPurchase(ModifierData modifier)
{
if (!CanPurchase(modifier)) return false;
if (!currencyBank.Spend(modifier.ShopPrice)) return false;
if (modifier.Durability == ModifierDurability.Permanent)
purchasedPermanentIds.Add(modifier.Id);
inventoryModel.AddModifier(modifier);
OnItemPurchased?.Invoke(modifier);
return true;
}
public bool IsPermanentOwned(string modifierId) => purchasedPermanentIds.Contains(modifierId);
public ShopItemState GetItemState(ModifierData modifier)
{
if (modifier == null) return ShopItemState.TooExpensive;
if (modifier.Durability == ModifierDurability.Permanent &&
purchasedPermanentIds.Contains(modifier.Id))
return ShopItemState.Owned;
if (!currencyBank.CanAfford(modifier.ShopPrice))
return ShopItemState.TooExpensive;
return modifier.Durability == ModifierDurability.LimitedUses
? ShopItemState.RepurchaseAvailable
: ShopItemState.Available;
}
public void LoadPurchasedPermanentIds(IEnumerable<string> ids)
{
purchasedPermanentIds.Clear();
if (ids != null)
foreach (var id in ids) purchasedPermanentIds.Add(id);
}
public HashSet<string> GetPurchasedPermanentIds() => new(purchasedPermanentIds);
}
public enum ShopItemState
{
Available,
TooExpensive,
Owned,
RepurchaseAvailable
}
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using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public sealed class ShopView : MonoBehaviour
{
[SerializeField] private Transform itemContainer;
[SerializeField] private ShopItemView itemPrefab;
[SerializeField] private TMP_Text currencyText;
[SerializeField] private Button closeButton;
private readonly List<ShopItemView> spawnedItems = new();
public event Action<ModifierData> OnBuyClicked;
private void Awake()
{
if (closeButton != null)
closeButton.onClick.AddListener(Hide);
}
private void OnDestroy()
{
if (closeButton != null)
closeButton.onClick.RemoveListener(Hide);
}
public void Show() => gameObject.SetActive(true);
public void Hide() => gameObject.SetActive(false);
public bool IsVisible => gameObject.activeSelf;
public void Populate(IReadOnlyList<ModifierData> catalog, ShopModel model)
{
ClearItems();
for (int i = 0; i < catalog.Count; i++)
{
var data = catalog[i];
if (data == null) continue;
var item = Instantiate(itemPrefab, itemContainer);
var state = model.GetItemState(data);
item.Setup(data, state);
item.OnBuyClicked += HandleBuy;
spawnedItems.Add(item);
}
}
public void RefreshStates(IReadOnlyList<ModifierData> catalog, ShopModel model)
{
for (int i = 0; i < spawnedItems.Count && i < catalog.Count; i++)
{
var state = model.GetItemState(catalog[i]);
spawnedItems[i].SetState(state);
}
}
public void UpdateCurrencyDisplay(int currency)
{
if (currencyText != null)
currencyText.text = currency.ToString();
}
private void ClearItems()
{
for (int i = 0; i < spawnedItems.Count; i++)
{
spawnedItems[i].OnBuyClicked -= HandleBuy;
Destroy(spawnedItems[i].gameObject);
}
spawnedItems.Clear();
}
private void HandleBuy(ModifierData data) => OnBuyClicked?.Invoke(data);
}