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>
24 lines
698 B
C#
24 lines
698 B
C#
using Cysharp.Threading.Tasks;
|
|
using UnityEngine;
|
|
using YachtDice.Modifiers.Core;
|
|
using YachtDice.Modifiers.Runtime;
|
|
|
|
namespace YachtDice.Modifiers.Definition
|
|
{
|
|
public abstract class EffectSO : ScriptableObject, IEffect
|
|
{
|
|
[SerializeField] private ModifierPhase phase = ModifierPhase.Additive;
|
|
[SerializeField] private int priority;
|
|
|
|
public ModifierPhase Phase => phase;
|
|
public int Priority => priority;
|
|
|
|
public abstract UniTask Apply(ModifierContext context, ModifierInstance instance);
|
|
|
|
#if UNITY_EDITOR
|
|
public void SetPhaseForTest(ModifierPhase p) => phase = p;
|
|
public void SetPriorityForTest(int p) => priority = p;
|
|
#endif
|
|
}
|
|
}
|