[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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using System.Collections.Generic;
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public sealed class ShopModel
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{
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private readonly CurrencyBank currencyBank;
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private readonly InventoryModel inventoryModel;
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private readonly HashSet<string> purchasedPermanentIds = new();
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public event Action<ModifierData> OnItemPurchased;
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public ShopModel(CurrencyBank currencyBank, InventoryModel inventoryModel)
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{
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this.currencyBank = currencyBank;
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this.inventoryModel = inventoryModel;
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}
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public bool CanPurchase(ModifierData modifier)
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{
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if (modifier == null) return false;
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if (!currencyBank.CanAfford(modifier.ShopPrice)) return false;
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if (modifier.Durability == ModifierDurability.Permanent &&
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purchasedPermanentIds.Contains(modifier.Id))
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return false;
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return true;
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}
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public bool TryPurchase(ModifierData modifier)
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{
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if (!CanPurchase(modifier)) return false;
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if (!currencyBank.Spend(modifier.ShopPrice)) return false;
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if (modifier.Durability == ModifierDurability.Permanent)
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purchasedPermanentIds.Add(modifier.Id);
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inventoryModel.AddModifier(modifier);
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OnItemPurchased?.Invoke(modifier);
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return true;
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}
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public bool IsPermanentOwned(string modifierId) => purchasedPermanentIds.Contains(modifierId);
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public ShopItemState GetItemState(ModifierData modifier)
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{
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if (modifier == null) return ShopItemState.TooExpensive;
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if (modifier.Durability == ModifierDurability.Permanent &&
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purchasedPermanentIds.Contains(modifier.Id))
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return ShopItemState.Owned;
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if (!currencyBank.CanAfford(modifier.ShopPrice))
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return ShopItemState.TooExpensive;
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return modifier.Durability == ModifierDurability.LimitedUses
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? ShopItemState.RepurchaseAvailable
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: ShopItemState.Available;
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}
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public void LoadPurchasedPermanentIds(IEnumerable<string> ids)
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{
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purchasedPermanentIds.Clear();
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if (ids != null)
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foreach (var id in ids) purchasedPermanentIds.Add(id);
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}
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public HashSet<string> GetPurchasedPermanentIds() => new(purchasedPermanentIds);
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}
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public enum ShopItemState
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{
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Available,
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TooExpensive,
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Owned,
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RepurchaseAvailable
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}
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