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>
This commit is contained in:
2026-03-01 21:04:34 +07:00
parent 85d639aa70
commit fcceb0ce45
18 changed files with 576 additions and 54 deletions
+45
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using System.Collections.Generic;
using UnityEngine;
namespace YachtDice.Shop
{
[CreateAssetMenu(fileName = "ShopCatalog", menuName = "YachtDice/Shop/Catalog")]
public class ShopCatalog : ScriptableObject
{
[SerializeField] private List<ScriptableObject> items = new();
private List<IShopItem> cachedItems;
public IReadOnlyList<IShopItem> All
{
get
{
if (cachedItems == null) RebuildCache();
return cachedItems;
}
}
public IShopItem FindById(string id)
{
var all = All;
for (int i = 0; i < all.Count; i++)
{
if (all[i] != null && all[i].Id == id)
return all[i];
}
return null;
}
private void RebuildCache()
{
cachedItems = new List<IShopItem>();
for (int i = 0; i < items.Count; i++)
{
if (items[i] is IShopItem shopItem)
cachedItems.Add(shopItem);
}
}
private void OnValidate() => cachedItems = null;
}
}