Files
YachtDice/Assets/Scripts/Inventory/InventoryController.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

104 lines
2.9 KiB
C#

using UnityEngine;
using VContainer;
using YachtDice.Categories;
using YachtDice.Economy;
using YachtDice.Modifiers.Runtime;
using YachtDice.Scoring;
namespace YachtDice.Inventory
{
public class InventoryController : MonoBehaviour
{
[SerializeField] private InventoryView inventoryView;
private InventoryModel model;
private ScoringSystem scoringSystem;
private CurrencyBank currencyBank;
public InventoryModel Model => model;
[Inject]
public void Construct(InventoryModel model, ScoringSystem scoringSystem, CurrencyBank currencyBank)
{
this.model = model;
this.scoringSystem = scoringSystem;
this.currencyBank = currencyBank;
}
private void Start()
{
inventoryView.OnActivateClicked += HandleActivate;
inventoryView.OnDeactivateClicked += HandleDeactivate;
inventoryView.OnSellClicked += HandleSell;
model.OnInventoryChanged += HandleInventoryChanged;
scoringSystem.OnCategoryConfirmed += HandleCategoryConfirmed;
RefreshView();
}
private void OnDestroy()
{
if (inventoryView != null)
{
inventoryView.OnActivateClicked -= HandleActivate;
inventoryView.OnDeactivateClicked -= HandleDeactivate;
inventoryView.OnSellClicked -= HandleSell;
}
if (model != null)
model.OnInventoryChanged -= HandleInventoryChanged;
if (scoringSystem != null)
scoringSystem.OnCategoryConfirmed -= HandleCategoryConfirmed;
}
public void ToggleVisibility()
{
if (inventoryView == null) return;
if (inventoryView.IsVisible)
inventoryView.Hide();
else
inventoryView.Show();
}
private void HandleActivate(ModifierInstance instance)
{
model.TryActivate(instance);
}
private void HandleDeactivate(ModifierInstance instance)
{
model.Deactivate(instance);
}
private void HandleSell(ModifierInstance instance)
{
if (instance.Definition == null) return;
int sellPrice = instance.Definition.SellPrice;
model.RemoveModifier(instance);
if (currencyBank != null)
currencyBank.Add(sellPrice);
}
private void HandleInventoryChanged()
{
RefreshView();
}
private void HandleCategoryConfirmed(CategoryDefinition category, ScoreResult result)
{
model.ConsumeUseOnActive();
}
private void RefreshView()
{
if (inventoryView != null && model != null)
inventoryView.Refresh(model.OwnedModifiers, model.MaxActiveSlots);
}
}
}