Files
YachtDice/Assets/Scripts/Dice/DieDefinitionSO.cs
T
horooko 0f9b162061 [Refactor] Replace hardcoded categories with data-driven SO system and abstract dice
- 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>
2026-03-01 11:46:50 +07:00

37 lines
1.2 KiB
C#

using UnityEngine;
namespace YachtDice.Dice
{
/// <summary>
/// Абстрактное определение типа дайса.
/// Наследники описывают конкретные виды (стандартный d6, специальные и т.д.).
/// </summary>
public abstract class DieDefinitionSO : ScriptableObject
{
[Header("Identity")]
[SerializeField] private string id;
[SerializeField] private string displayName;
[SerializeField] private Sprite icon;
public string Id => id;
public string DisplayName => displayName;
public Sprite Icon => icon;
/// <summary>Количество граней.</summary>
public abstract int FaceCount { get; }
/// <summary>Возвращает массив всех возможных значений граней.</summary>
public abstract int[] GetFaceValues();
#if UNITY_EDITOR
public static T CreateForTest<T>(string id, string displayName = null) where T : DieDefinitionSO
{
var so = CreateInstance<T>();
so.id = id;
so.displayName = displayName ?? id;
return so;
}
#endif
}
}