Files
YachtDice/Assets/Scripts/Shop/ShopController.cs
T
2026-03-01 16:23:41 +07:00

75 lines
2.0 KiB
C#

using UnityEngine;
using VContainer;
using YachtDice.Economy;
using YachtDice.Modifiers.Definition;
namespace YachtDice.Shop
{
public class ShopController : MonoBehaviour
{
[SerializeField] private ShopView shopView;
private ModifierCatalog catalog;
private CurrencyBank currencyBank;
private ShopModel model;
public ModifierCatalog Catalog => catalog;
[Inject]
public void Construct(ModifierCatalog catalog, CurrencyBank currencyBank, ShopModel model)
{
this.catalog = catalog;
this.currencyBank = currencyBank;
this.model = model;
}
private void Start()
{
shopView.OnBuyClicked += HandleBuyClicked;
currencyBank.OnBalanceChanged += HandleCurrencyChanged;
model.OnItemPurchased += HandleItemPurchased;
shopView.Populate(catalog.All, model);
shopView.UpdateCurrencyDisplay(currencyBank.Balance);
}
private void OnDestroy()
{
if (shopView != null)
shopView.OnBuyClicked -= HandleBuyClicked;
if (currencyBank != null)
currencyBank.OnBalanceChanged -= HandleCurrencyChanged;
if (model != null)
model.OnItemPurchased -= HandleItemPurchased;
}
public void ToggleVisibility()
{
if (shopView == null) return;
if (shopView.IsVisible)
shopView.Hide();
else
shopView.Show();
}
private void HandleBuyClicked(ModifierDefinition def)
{
model.TryPurchase(def);
}
private void HandleCurrencyChanged(int newBalance)
{
shopView.UpdateCurrencyDisplay(newBalance);
shopView.RefreshStates(catalog.All, model);
}
private void HandleItemPurchased(ModifierDefinition def)
{
shopView.RefreshStates(catalog.All, model);
}
}
}