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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using System;
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using YachtDice.Economy;
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using YachtDice.Inventory;
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namespace YachtDice.Player
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{
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public class PlayerModel
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{
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public CurrencyBank Currency { get; }
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public InventoryModel Inventory { get; }
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public DiceCollection Dice { get; }
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public event Action OnChanged;
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public PlayerModel(
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CurrencyBank currencyBank,
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InventoryModel inventory,
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DiceCollection diceCollection)
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{
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Currency = currencyBank;
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Inventory = inventory;
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Dice = diceCollection;
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currencyBank.OnBalanceChanged += _ => OnChanged?.Invoke();
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inventory.OnInventoryChanged += () => OnChanged?.Invoke();
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diceCollection.OnChanged += () => OnChanged?.Invoke();
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}
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}
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}
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