[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 NUnit.Framework;
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using UnityEngine;
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public sealed class SaveSystemTests
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{
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[SetUp]
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public void SetUp()
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{
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SaveSystem.Delete();
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}
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[TearDown]
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public void TearDown()
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{
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SaveSystem.Delete();
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}
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[Test]
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public void SaveAndLoad_RoundTrip_PreservesData()
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{
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var data = new SaveData
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{
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Currency = 999,
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OwnedModifiers = new List<ModifierSaveEntry>
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{
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new() { ModifierId = "mod1", IsActive = true, RemainingUses = 3 },
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new() { ModifierId = "mod2", IsActive = false, RemainingUses = -1 }
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}
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};
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SaveSystem.Save(data);
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var loaded = SaveSystem.Load();
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Assert.AreEqual(999, loaded.Currency);
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Assert.AreEqual(2, loaded.OwnedModifiers.Count);
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Assert.AreEqual("mod1", loaded.OwnedModifiers[0].ModifierId);
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Assert.IsTrue(loaded.OwnedModifiers[0].IsActive);
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Assert.AreEqual(3, loaded.OwnedModifiers[0].RemainingUses);
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Assert.AreEqual("mod2", loaded.OwnedModifiers[1].ModifierId);
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Assert.IsFalse(loaded.OwnedModifiers[1].IsActive);
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}
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[Test]
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public void Load_MissingKey_ReturnsDefault()
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{
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var loaded = SaveSystem.Load();
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Assert.IsNotNull(loaded);
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Assert.AreEqual(0, loaded.Currency);
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Assert.AreEqual(0, loaded.OwnedModifiers.Count);
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}
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[Test]
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public void HasSave_ReturnsFalseWhenEmpty()
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{
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Assert.IsFalse(SaveSystem.HasSave());
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}
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[Test]
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public void HasSave_ReturnsTrueAfterSave()
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{
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SaveSystem.Save(new SaveData { Currency = 100 });
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Assert.IsTrue(SaveSystem.HasSave());
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}
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[Test]
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public void Delete_RemovesSaveData()
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{
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SaveSystem.Save(new SaveData { Currency = 100 });
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SaveSystem.Delete();
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Assert.IsFalse(SaveSystem.HasSave());
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}
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[Test]
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public void Load_CorruptJson_ReturnsDefault()
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{
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PlayerPrefs.SetString("YachtDice_SaveData", "{invalid json!!!");
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PlayerPrefs.Save();
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var loaded = SaveSystem.Load();
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Assert.IsNotNull(loaded);
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Assert.AreEqual(0, loaded.Currency);
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}
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}
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