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
700 B
C#
24 lines
700 B
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace YachtDice.Modifiers.Definition
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{
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[CreateAssetMenu(fileName = "ModifierCatalog", menuName = "YachtDice/Modifiers/Catalog")]
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public class ModifierCatalogSO : ScriptableObject
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{
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[SerializeField] private List<ModifierDefinitionSO> modifiers = new();
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public IReadOnlyList<ModifierDefinitionSO> All => modifiers;
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public ModifierDefinitionSO FindById(string id)
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{
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for (int i = 0; i < modifiers.Count; i++)
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{
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if (modifiers[i] != null && modifiers[i].Id == id)
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return modifiers[i];
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}
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return null;
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}
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}
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}
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