Files
YachtDice/Assets/Scripts/Modifiers/Conditions/CategoryCondition.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

29 lines
862 B
C#

using UnityEngine;
using YachtDice.Categories;
using YachtDice.Modifiers.Core;
using YachtDice.Modifiers.Definition;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Conditions
{
[CreateAssetMenu(fileName = "CategoryCondition", menuName = "YachtDice/Modifiers/Conditions/Category")]
public class CategoryCondition : ConditionSO
{
[SerializeField] private CategoryDefinitionSO requiredCategory;
public override bool Evaluate(ModifierContext context, ModifierInstance instance)
{
return context.Category == requiredCategory;
}
#if UNITY_EDITOR
public static CategoryCondition CreateForTest(CategoryDefinitionSO category)
{
var so = CreateInstance<CategoryCondition>();
so.requiredCategory = category;
return so;
}
#endif
}
}