Files
YachtDice/Assets/Scripts/Modifiers/Effects/AddPerDieEffect.cs
T
horooko 68c4abace3 [Refactor] Replace enum-driven modifier system with data-driven SO composition
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>
2026-03-01 06:20:23 +07:00

47 lines
1.6 KiB
C#

using Cysharp.Threading.Tasks;
using UnityEngine;
using YachtDice.Modifiers.Core;
using YachtDice.Modifiers.Definition;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Effects
{
[CreateAssetMenu(fileName = "AddPerDieEffect", menuName = "YachtDice/Modifiers/Effects/Add Per Die")]
public class AddPerDieEffect : EffectSO
{
[Tooltip("Points to add per matching die.")]
[SerializeField] private int valuePerDie;
[Tooltip("Die face value to match (1-6). 0 = any/all dice.")]
[SerializeField, Range(0, 6)] private int targetDieValue;
public override UniTask Apply(ModifierContext context, ModifierInstance instance)
{
if (context.DiceValues == null) return UniTask.CompletedTask;
int count = 0;
for (int i = 0; i < context.DiceValues.Length; i++)
{
if (targetDieValue == 0 || context.DiceValues[i] == targetDieValue)
count++;
}
context.FlatBonus += valuePerDie * count * instance.Stacks;
return UniTask.CompletedTask;
}
#if UNITY_EDITOR
public static AddPerDieEffect CreateForTest(int valuePerDie, int targetDieValue = 0,
ModifierPhase phase = ModifierPhase.Additive, int priority = 0)
{
var so = CreateInstance<AddPerDieEffect>();
so.valuePerDie = valuePerDie;
so.targetDieValue = targetDieValue;
so.SetPhaseForTest(phase);
so.SetPriorityForTest(priority);
return so;
}
#endif
}
}