Files
YachtDice/Assets/Scripts/Shop/ShopItemView.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

93 lines
3.2 KiB
C#

using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using YachtDice.Modifiers.Core;
using YachtDice.Modifiers.Definition;
namespace YachtDice.Shop
{
public class ShopItemView : MonoBehaviour
{
[SerializeField] private Image iconImage;
[SerializeField] private TMP_Text nameText;
[SerializeField] private TMP_Text descriptionText;
[SerializeField] private TMP_Text priceText;
[SerializeField] private TMP_Text rarityText;
[SerializeField] private Button buyButton;
[SerializeField] private TMP_Text buyButtonText;
[SerializeField] private Image background;
[Header("Rarity Colors")]
[SerializeField] private Color commonColor = Color.white;
[SerializeField] private Color uncommonColor = new(0.4f, 0.8f, 0.4f);
[SerializeField] private Color rareColor = new(0.4f, 0.6f, 1f);
[SerializeField] private Color epicColor = new(0.8f, 0.4f, 1f);
private ModifierDefinitionSO data;
public event Action<ModifierDefinitionSO> OnBuyClicked;
private void Awake()
{
if (buyButton != null)
buyButton.onClick.AddListener(() => OnBuyClicked?.Invoke(data));
}
public void Setup(ModifierDefinitionSO modifierDef, ShopItemState state)
{
data = modifierDef;
if (nameText != null) nameText.text = data.DisplayName;
if (descriptionText != null) descriptionText.text = data.Description;
if (priceText != null) priceText.text = data.ShopPrice.ToString();
if (iconImage != null && data.Icon != null) iconImage.sprite = data.Icon;
if (rarityText != null)
{
rarityText.text = data.Rarity.ToString();
rarityText.color = GetRarityColor(data.Rarity);
}
SetState(state);
}
public void SetState(ShopItemState state)
{
if (buyButton == null) return;
switch (state)
{
case ShopItemState.Available:
buyButton.interactable = true;
if (buyButtonText != null) buyButtonText.text = "Buy";
break;
case ShopItemState.RepurchaseAvailable:
buyButton.interactable = true;
if (buyButtonText != null) buyButtonText.text = "Buy";
break;
case ShopItemState.TooExpensive:
buyButton.interactable = false;
if (buyButtonText != null) buyButtonText.text = "Buy";
break;
case ShopItemState.Owned:
buyButton.interactable = false;
if (buyButtonText != null) buyButtonText.text = "Owned";
break;
}
}
private Color GetRarityColor(ModifierRarity rarity)
{
return rarity switch
{
ModifierRarity.Common => commonColor,
ModifierRarity.Uncommon => uncommonColor,
ModifierRarity.Rare => rareColor,
ModifierRarity.Epic => epicColor,
_ => commonColor
};
}
}
}