Rework shop to support multiple item types and add unified PlayerModel
Generalize the shop from selling only ModifierDefinition to any IShopItem (modifiers + dice). Add purchase condition checks, hover tooltips, and fixed prices. Introduce PlayerModel as a facade over CurrencyBank, InventoryModel, and DiceCollection for centralized state and save/load. New files: - IShopItem interface for purchasable items - ShopCatalog SO (unified catalog for all item types) - ShopTooltipView (description on hover) - PlayerModel (aggregates player state) - DiceCollection (owned dice tracking) - DiceCatalog SO (dice definition registry) - DiceCollectionTests Modified: - ModifierDefinition/DieDefinitionSO implement IShopItem - ShopModel/ShopView/ShopItemView/ShopController use IShopItem - SaveData v3 with OwnedDiceIds - GameController uses PlayerModel for save/load - GameLifetimeScope registers new services Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -1,11 +1,12 @@
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using System.Collections.Generic;
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using UnityEngine;
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using YachtDice.Modifiers.Core;
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using YachtDice.Shop;
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namespace YachtDice.Modifiers.Definition
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{
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[CreateAssetMenu(fileName = "NewModifier", menuName = "YachtDice/Modifiers/Definition")]
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public class ModifierDefinition : ScriptableObject
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public class ModifierDefinition : ScriptableObject, IShopItem
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{
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[Header("Identity")]
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[SerializeField] private string id;
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@@ -36,6 +37,7 @@ namespace YachtDice.Modifiers.Definition
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public bool HasLimitedUses => hasLimitedUses;
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public int MaxUses => maxUses;
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public int MaxStacks => maxStacks;
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public bool IsRepurchasable => hasLimitedUses;
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public IReadOnlyList<ModifierBehavior> Behaviors => behaviors;
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#if UNITY_EDITOR
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