[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.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "ShopCatalog", menuName = "YachtDice/Shop Catalog")]
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public sealed class ShopCatalog : ScriptableObject
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{
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[SerializeField] private List<ModifierData> availableModifiers = new();
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public IReadOnlyList<ModifierData> AvailableModifiers => availableModifiers;
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public ModifierData FindById(string id)
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{
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for (int i = 0; i < availableModifiers.Count; i++)
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{
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if (availableModifiers[i] != null && availableModifiers[i].Id == id)
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return availableModifiers[i];
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}
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return null;
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}
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}
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