Files
horooko fcceb0ce45 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>
2026-03-01 21:04:34 +07:00

30 lines
804 B
C#

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