Files
YachtDice/Assets/Scripts/Game/GameManager.cs
T
horooko 3c50415111 Extend VContainer DI: eliminate manual composition and duplicate references
- 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>
2026-03-01 16:14:44 +07:00

108 lines
3.3 KiB
C#

using System;
using UnityEngine;
using VContainer;
using YachtDice.Categories;
using YachtDice.Scoring;
namespace YachtDice.Game
{
public class GameManager : MonoBehaviour
{
[Header("Settings")]
[SerializeField] private int maxRollsPerTurn = 3;
private DiceManager diceManager;
private ScoringSystem scoringSystem;
public int CurrentRoll { get; private set; }
public int CurrentTurn { get; private set; }
public bool CanRoll => CurrentRoll < maxRollsPerTurn && !diceManager.IsAnyRolling;
public bool CanScore => CurrentRoll > 0 && !diceManager.IsAnyRolling;
public bool IsGameOver => scoringSystem.IsComplete;
public event Action<int> OnTurnStarted;
public event Action<int> OnRollComplete;
public event Action<CategoryDefinition, int> OnScored;
public event Action<int> OnGameOver;
[Inject]
public void Construct(DiceManager diceManager, ScoringSystem scoringSystem)
{
this.diceManager = diceManager;
this.scoringSystem = scoringSystem;
}
public void StartNewGame()
{
scoringSystem.ResetScorecard();
CurrentTurn = 0;
StartNewTurn();
}
private void StartNewTurn()
{
CurrentTurn++;
CurrentRoll = 0;
diceManager.UnlockAll();
OnTurnStarted?.Invoke(CurrentTurn);
Debug.Log($"=== Turn {CurrentTurn} ===");
}
public void Roll()
{
if (!CanRoll) return;
CurrentRoll++;
diceManager.OnAllDiceSettled += HandleAllDiceSettled;
diceManager.RollUnlocked();
}
private void HandleAllDiceSettled()
{
diceManager.OnAllDiceSettled -= HandleAllDiceSettled;
int[] values = diceManager.GetCurrentValues();
Debug.Log($"Roll {CurrentRoll}/{maxRollsPerTurn} | Dice: [{string.Join(", ", values)}]");
OnRollComplete?.Invoke(CurrentRoll);
}
public void ToggleDiceLock(int index)
{
if (diceManager.IsAnyRolling) return;
if (CurrentRoll == 0) return;
diceManager.ToggleLock(index);
bool isLocked = diceManager.IsLocked(index);
Debug.Log($"Dice {index + 1} (value={diceManager.GetValue(index)}): {(isLocked ? "LOCKED" : "UNLOCKED")}");
}
public void ScoreInCategory(CategoryDefinition category)
{
if (!CanScore) return;
if (scoringSystem.IsCategoryUsed(category)) return;
var dice = diceManager.GetDice();
ScoreResult result = scoringSystem.ScoreCategory(dice, category);
Debug.Log($"Scored {category.DisplayName}: base={result.BaseScore}, " +
$"bonus=+{result.FlatBonus}, mult=x{result.Multiplier:F1}, " +
$"FINAL={result.FinalScore} | Total={scoringSystem.TotalScore}");
OnScored?.Invoke(category, result.FinalScore);
if (scoringSystem.IsComplete)
{
int total = scoringSystem.TotalScore;
Debug.Log($"*** GAME OVER *** Total Score: {total}");
OnGameOver?.Invoke(total);
}
else
{
StartNewTurn();
}
}
}
}