Files
YachtDice/Assets/Scripts/Inventory/InventoryController.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

88 lines
2.5 KiB
C#

using UnityEngine;
using YachtDice.Economy;
using YachtDice.Modifiers.Runtime;
using YachtDice.Scoring;
namespace YachtDice.Inventory
{
public class InventoryController : MonoBehaviour
{
[SerializeField] private InventoryView inventoryView;
[SerializeField] private ScoringSystem scoringSystem;
[SerializeField] private CurrencyBank currencyBank;
private InventoryModel model;
public InventoryModel Model => model;
public void Initialize(InventoryModel inventoryModel)
{
model = inventoryModel;
inventoryView.OnActivateClicked += HandleActivate;
inventoryView.OnDeactivateClicked += HandleDeactivate;
inventoryView.OnSellClicked += HandleSell;
model.OnInventoryChanged += HandleInventoryChanged;
if (scoringSystem != null)
scoringSystem.OnCategoryConfirmed += HandleCategoryConfirmed;
RefreshView();
}
private void OnDestroy()
{
if (inventoryView != null)
{
inventoryView.OnActivateClicked -= HandleActivate;
inventoryView.OnDeactivateClicked -= HandleDeactivate;
inventoryView.OnSellClicked -= HandleSell;
}
if (model != null)
model.OnInventoryChanged -= HandleInventoryChanged;
if (scoringSystem != null)
scoringSystem.OnCategoryConfirmed -= HandleCategoryConfirmed;
}
private void HandleActivate(ModifierInstance instance)
{
model.TryActivate(instance);
}
private void HandleDeactivate(ModifierInstance instance)
{
model.Deactivate(instance);
}
private void HandleSell(ModifierInstance instance)
{
if (instance.Definition == null) return;
int sellPrice = instance.Definition.SellPrice;
model.RemoveModifier(instance);
if (currencyBank != null)
currencyBank.Add(sellPrice);
}
private void HandleInventoryChanged()
{
RefreshView();
}
private void HandleCategoryConfirmed(YachtCategory category, ScoreResult result)
{
model.ConsumeUseOnActive();
}
private void RefreshView()
{
if (inventoryView != null && model != null)
inventoryView.Refresh(model.OwnedModifiers, model.MaxActiveSlots);
}
}
}