Files
YachtDice/Assets/Scripts/Shop/ShopController.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

61 lines
1.7 KiB
C#

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