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>
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using UnityEngine;
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using YachtDice.Economy;
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using YachtDice.Modifiers.Definition;
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namespace YachtDice.Shop
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{
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public class ShopController : MonoBehaviour
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{
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[SerializeField] private ModifierCatalogSO catalog;
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[SerializeField] private ShopView shopView;
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[SerializeField] private CurrencyBank currencyBank;
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private ShopModel model;
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public ModifierCatalogSO Catalog => catalog;
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public void Initialize(ShopModel shopModel)
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{
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model = shopModel;
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shopView.OnBuyClicked += HandleBuyClicked;
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if (currencyBank != null)
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currencyBank.OnBalanceChanged += HandleCurrencyChanged;
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model.OnItemPurchased += HandleItemPurchased;
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shopView.Populate(catalog.All, model);
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shopView.UpdateCurrencyDisplay(currencyBank != null ? currencyBank.Balance : 0);
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}
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private void OnDestroy()
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{
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if (shopView != null)
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shopView.OnBuyClicked -= HandleBuyClicked;
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if (currencyBank != null)
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currencyBank.OnBalanceChanged -= HandleCurrencyChanged;
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if (model != null)
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model.OnItemPurchased -= HandleItemPurchased;
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}
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private void HandleBuyClicked(ModifierDefinitionSO def)
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{
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model.TryPurchase(def);
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}
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private void HandleCurrencyChanged(int newBalance)
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{
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shopView.UpdateCurrencyDisplay(newBalance);
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shopView.RefreshStates(catalog.All, model);
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}
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private void HandleItemPurchased(ModifierDefinitionSO def)
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{
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shopView.RefreshStates(catalog.All, model);
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}
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}
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}
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