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>
88 lines
2.5 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|