[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
+150
View File
@@ -14,8 +14,14 @@ public sealed class GameController : MonoBehaviour
[SerializeField] private DicePanelView dicePanelView;
[SerializeField] private GameInfoView gameInfoView;
[Header("Economy & Modifiers")]
[SerializeField] private CurrencyBank currencyBank;
[SerializeField] private ShopController shopController;
[SerializeField] private InventoryController inventoryController;
[Header("Settings")]
[SerializeField] private int maxRollsPerTurn = 3;
[SerializeField] private int maxActiveModifierSlots = 5;
private static readonly YachtCategory[] UpperCategories =
{
@@ -28,6 +34,9 @@ public sealed class GameController : MonoBehaviour
private int totalCategoryCount;
private InventoryModel inventoryModel;
private ShopModel shopModel;
// ── Lifecycle ──────────────────────────────────────────────
private void Awake()
@@ -46,6 +55,14 @@ public sealed class GameController : MonoBehaviour
dicePanelView.OnRollClicked += HandleRollClicked;
dicePanelView.OnDiceToggled += HandleDiceToggled;
gameInfoView.OnNewGameClicked += HandleNewGameClicked;
gameInfoView.OnShopClicked += HandleShopClicked;
gameInfoView.OnInventoryClicked += HandleInventoryClicked;
// Currency
if (currencyBank != null)
currencyBank.OnBalanceChanged += HandleCurrencyChanged;
InitializeModifierSystems();
}
private void OnDestroy()
@@ -60,6 +77,100 @@ public sealed class GameController : MonoBehaviour
dicePanelView.OnRollClicked -= HandleRollClicked;
dicePanelView.OnDiceToggled -= HandleDiceToggled;
gameInfoView.OnNewGameClicked -= HandleNewGameClicked;
gameInfoView.OnShopClicked -= HandleShopClicked;
gameInfoView.OnInventoryClicked -= HandleInventoryClicked;
if (currencyBank != null)
currencyBank.OnBalanceChanged -= HandleCurrencyChanged;
if (inventoryModel != null)
inventoryModel.OnInventoryChanged -= HandleInventoryChangedForSave;
}
// ── Modifier System Init ─────────────────────────────────
private void InitializeModifierSystems()
{
inventoryModel = new InventoryModel(maxActiveModifierSlots);
inventoryModel.OnInventoryChanged += HandleInventoryChangedForSave;
ShopCatalog catalog = shopController != null ? shopController.Catalog : null;
shopModel = new ShopModel(currencyBank, inventoryModel);
LoadSaveData(catalog);
if (inventoryController != null)
inventoryController.Initialize(inventoryModel);
if (shopController != null)
shopController.Initialize(shopModel);
if (currencyBank != null)
gameInfoView.SetCurrencyText(currencyBank.Balance);
}
private void LoadSaveData(ShopCatalog catalog)
{
SaveData save = SaveSystem.Load();
if (currencyBank != null && save.Currency > 0)
currencyBank.SetBalance(save.Currency);
if (catalog != null && save.OwnedModifiers.Count > 0)
{
var runtimeList = new List<ModifierRuntime>();
var permanentIds = new HashSet<string>();
for (int i = 0; i < save.OwnedModifiers.Count; i++)
{
var entry = save.OwnedModifiers[i];
ModifierData data = catalog.FindById(entry.ModifierId);
if (data == null)
{
Debug.LogWarning($"Modifier '{entry.ModifierId}' not found in catalog, skipping.");
continue;
}
var runtime = new ModifierRuntime
{
ModifierId = entry.ModifierId,
IsActive = entry.IsActive,
RemainingUses = entry.RemainingUses,
Data = data
};
runtimeList.Add(runtime);
if (data.Durability == ModifierDurability.Permanent)
permanentIds.Add(data.Id);
}
inventoryModel.LoadState(runtimeList);
shopModel.LoadPurchasedPermanentIds(permanentIds);
}
}
private void PerformSave()
{
var save = new SaveData
{
Currency = currencyBank != null ? currencyBank.Balance : 0
};
var owned = inventoryModel.GetAllForSave();
for (int i = 0; i < owned.Count; i++)
{
save.OwnedModifiers.Add(new ModifierSaveEntry
{
ModifierId = owned[i].ModifierId,
IsActive = owned[i].IsActive,
RemainingUses = owned[i].RemainingUses
});
}
SaveSystem.Save(save);
}
// ── Model Event Handlers ──────────────────────────────────
@@ -93,6 +204,7 @@ public sealed class GameController : MonoBehaviour
{
scoreCardView.SetCategoryScored(category, finalScore);
UpdateTotalDisplay();
PerformSave();
}
private void HandleGameOver(int totalScore)
@@ -103,6 +215,7 @@ public sealed class GameController : MonoBehaviour
int displayTotal = CalculateDisplayTotal();
gameInfoView.ShowGameOver(displayTotal);
PerformSave();
}
// ── View Event Handlers ───────────────────────────────────
@@ -145,6 +258,43 @@ public sealed class GameController : MonoBehaviour
gameManager.StartNewGame();
}
private void HandleShopClicked()
{
if (shopController != null)
{
var shopView = shopController.GetComponentInChildren<ShopView>(true);
if (shopView != null)
{
if (shopView.IsVisible) shopView.Hide();
else shopView.Show();
}
}
}
private void HandleInventoryClicked()
{
if (inventoryController != null)
{
var inventoryView = inventoryController.GetComponentInChildren<InventoryView>(true);
if (inventoryView != null)
{
if (inventoryView.IsVisible) inventoryView.Hide();
else inventoryView.Show();
}
}
}
private void HandleCurrencyChanged(int newBalance)
{
gameInfoView.SetCurrencyText(newBalance);
PerformSave();
}
private void HandleInventoryChangedForSave()
{
PerformSave();
}
// ── Helpers ────────────────────────────────────────────────
private void UpdatePreviewScores(int[] diceValues)