68c4abace3
Replace the entire static, enum-based modifier pipeline with a composition-based, data-driven architecture using ScriptableObject polymorphism. New modifiers can now be created by assembling SO building blocks (Conditions + Effects + Behaviors) — no core code edits needed. New architecture: - Core/: TriggerType, ModifierPhase, ModifierContext, ICondition, IEffect - Definition/: ModifierDefinitionSO, ModifierBehaviorSO, ConditionSO, EffectSO, ModifierCatalogSO - Conditions/: DieValueCondition, CategoryCondition, MinScoreCondition, DiceCountCondition - Effects/: AddFlat, AddPerDie, Multiply, MultiplyPerDie, PostMultiply, AddCurrency, ConsumeCharge - Runtime/: ModifierInstance, ModifierRegistry (non-static service) - Pipeline/: async ModifierPipeline with phase ordering, tracing, anti-recursion - Editor/: ModifierDefinitionValidator with menu items - Events/: GameEventBus (non-static typed dispatcher) - DI/: GameLifetimeScope (VContainer composition root) Deleted old system: ModifierData, ModifierEffect, ModifierEnums, ModifierPipeline (static), ModifierRuntime, ModifierTarget, ShopCatalog, ModifierAssetCreator. Updated: ScoringSystem (VContainer + async), InventoryModel (delegates to ModifierRegistry), ShopModel (uses ModifierDefinitionSO), GameController (VContainer injection), SaveData (uses Runtime.ModifierSaveEntry), all views/controllers, and all test files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using YachtDice.Modifiers.Runtime;
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namespace YachtDice.Inventory
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{
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public class InventoryView : MonoBehaviour
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{
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[SerializeField] private Transform slotContainer;
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[SerializeField] private InventorySlotView slotPrefab;
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[SerializeField] private TMP_Text slotCountText;
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[SerializeField] private Button closeButton;
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private readonly List<InventorySlotView> spawnedSlots = new();
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public event Action<ModifierInstance> OnActivateClicked;
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public event Action<ModifierInstance> OnDeactivateClicked;
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public event Action<ModifierInstance> OnSellClicked;
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private void Awake()
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{
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if (closeButton != null)
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closeButton.onClick.AddListener(Hide);
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}
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private void OnDestroy()
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{
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if (closeButton != null)
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closeButton.onClick.RemoveListener(Hide);
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}
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public void Show() => gameObject.SetActive(true);
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public void Hide() => gameObject.SetActive(false);
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public bool IsVisible => gameObject.activeSelf;
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public void Refresh(IReadOnlyList<ModifierInstance> owned, int maxSlots)
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{
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ClearSlots();
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int activeCount = 0;
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for (int i = 0; i < owned.Count; i++)
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{
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var inst = owned[i];
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if (inst.IsActive) activeCount++;
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var slot = Instantiate(slotPrefab, slotContainer);
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slot.Setup(inst, activeCount <= maxSlots);
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slot.OnActivateClicked += HandleActivate;
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slot.OnDeactivateClicked += HandleDeactivate;
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slot.OnSellClicked += HandleSell;
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spawnedSlots.Add(slot);
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}
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if (slotCountText != null)
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slotCountText.text = $"{activeCount}/{maxSlots}";
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}
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private void ClearSlots()
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{
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for (int i = 0; i < spawnedSlots.Count; i++)
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{
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spawnedSlots[i].OnActivateClicked -= HandleActivate;
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spawnedSlots[i].OnDeactivateClicked -= HandleDeactivate;
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spawnedSlots[i].OnSellClicked -= HandleSell;
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Destroy(spawnedSlots[i].gameObject);
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}
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spawnedSlots.Clear();
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}
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private void HandleActivate(ModifierInstance inst) => OnActivateClicked?.Invoke(inst);
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private void HandleDeactivate(ModifierInstance inst) => OnDeactivateClicked?.Invoke(inst);
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private void HandleSell(ModifierInstance inst) => OnSellClicked?.Invoke(inst);
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}
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}
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