Standardize all class, interface, file, method, event, field, and variable
names from the inconsistent "Die" form to "Dice", matching the existing
DiceManager/DiceCatalog/DiceCollection convention.
Renamed files (7 + meta): IDie→IDice, DieInstance→DiceInstance,
DieDefinitionSO→DiceDefinitionSO, StandardDieSO→StandardDiceSO,
DieValueCondition→DiceValueCondition, AddPerDieEffect→AddPerDiceEffect,
MultiplyPerDieEffect→MultiplyPerDiceEffect.
Updated all 31 consumer and test files with matching reference changes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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>
- Register InventoryModel, ShopModel as container-managed singletons
- Register GameController, ShopController, InventoryController via RegisterComponent
- Replace [SerializeField] with [Inject] for service dependencies in controllers
- Move maxActiveModifierSlots config to GameLifetimeScope (composition root)
- Remove manual model creation and Initialize() calls from GameController
- Add ToggleVisibility() to ShopController/InventoryController, removing GetComponentInChildren
- Move event subscriptions from Awake to Start for safe VContainer injection order
- Transfer game startup orchestration to GameController.Start()
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add abstract dice system (IDie interface, DieDefinitionSO, StandardDieSO, DieInstance)
to support future custom dice types while keeping backward compat via int[] DiceValues
- Replace YachtCategory enum and CategoryScorer switch with CategoryDefinitionSO hierarchy:
SumOfValueCategorySO, NOfAKindCategorySO, FullHouseCategorySO, StraightCategorySO, SumAllCategorySO
- Add CategoryCatalogSO for ordered category collections and DiceCheckUtility for shared logic
- Refactor ScoringSystem, Views, GameManager, GameController to use SO references
- Update CategoryCondition modifier to use SO reference instead of enum
- Update all editor tests to use SO-based categories and DieInstance
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
View layer: CategoryRowView (reusable x13 row with preview/recorded
score display), ScoreCardView (full scorecard panel with Russian
category names, upper bonus tracking), DicePanelView (5 dice buttons
with lock toggle + roll counter), GameInfoView (turn display + game
over overlay).
Controller layer: GameController bridges Model and View — subscribes
to model events in Awake() to catch GameManager.Start(), routes UI
clicks to game logic, computes preview scores for all unfilled
categories after each roll, handles upper section bonus (63+ = +35).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>