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
+21 -5
View File
@@ -3,7 +3,6 @@ using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using YachtDice.Modifiers.Definition;
namespace YachtDice.Shop
{
@@ -13,10 +12,11 @@ namespace YachtDice.Shop
[SerializeField] private ShopItemView itemPrefab;
[SerializeField] private TMP_Text currencyText;
[SerializeField] private Button closeButton;
[SerializeField] private ShopTooltipView tooltipView;
private readonly List<ShopItemView> spawnedItems = new();
public event Action<ModifierDefinition> OnBuyClicked;
public event Action<IShopItem> OnBuyClicked;
private void Awake()
{
@@ -34,7 +34,7 @@ namespace YachtDice.Shop
public void Hide() => gameObject.SetActive(false);
public bool IsVisible => gameObject.activeSelf;
public void Populate(IReadOnlyList<ModifierDefinition> catalog, ShopModel model)
public void Populate(IReadOnlyList<IShopItem> catalog, ShopModel model)
{
ClearItems();
@@ -47,11 +47,13 @@ namespace YachtDice.Shop
var state = model.GetItemState(def);
item.Setup(def, state);
item.OnBuyClicked += HandleBuy;
item.OnHoverEnter += HandleHoverEnter;
item.OnHoverExit += HandleHoverExit;
spawnedItems.Add(item);
}
}
public void RefreshStates(IReadOnlyList<ModifierDefinition> catalog, ShopModel model)
public void RefreshStates(IReadOnlyList<IShopItem> catalog, ShopModel model)
{
for (int i = 0; i < spawnedItems.Count && i < catalog.Count; i++)
{
@@ -71,11 +73,25 @@ namespace YachtDice.Shop
for (int i = 0; i < spawnedItems.Count; i++)
{
spawnedItems[i].OnBuyClicked -= HandleBuy;
spawnedItems[i].OnHoverEnter -= HandleHoverEnter;
spawnedItems[i].OnHoverExit -= HandleHoverExit;
Destroy(spawnedItems[i].gameObject);
}
spawnedItems.Clear();
}
private void HandleBuy(ModifierDefinition def) => OnBuyClicked?.Invoke(def);
private void HandleBuy(IShopItem item) => OnBuyClicked?.Invoke(item);
private void HandleHoverEnter(IShopItem item, RectTransform anchor)
{
if (tooltipView != null)
tooltipView.Show(item, anchor);
}
private void HandleHoverExit()
{
if (tooltipView != null)
tooltipView.Hide();
}
}
}