Files
YachtDice/Assets/Scripts/Inventory/InventoryController.cs
T
horooko ba626acb9b [Add] Universal modifier system, shop, inventory & persistence
Replace hardcoded BonusForOnes/MultiplierForSixes with data-driven
modifier system supporting 2 scopes (SelectedCategory, AnyCategoryClosed),
4 effect types, durability modes (Permanent, LimitedUses), and
configurable targets via ScriptableObject (ModifierData).

- Modifier domain: ModifierEnums, ModifierTarget, ModifierData,
  ModifierRuntime, ModifierEffect (dict-based strategy), ModifierPipeline
  (4-pass: cat-additive → cat-multiplicative → final-additive → final-multiplicative)
- ScoringSystem: replaced old modifier list with ModifierPipeline integration,
  added OnCategoryConfirmed event
- Shop MVC: ShopCatalog (SO), ShopModel, ShopView, ShopItemView, ShopController
- Inventory MVC: InventoryModel (activate/deactivate/sell/durability),
  InventoryView, InventorySlotView, InventoryController
- CurrencyBank: editor-adjustable balance with events
- Persistence: SaveData + SaveSystem (Newtonsoft JSON + PlayerPrefs)
- Editor: ModifierAssetCreator menu item to generate 6 example modifiers + catalog
- Tests: 6 test classes covering effects, pipeline, scoring, shop, inventory, save
- GameController: wired shop/inventory/save lifecycle
- GameInfoView: added currency display, shop/inventory toggle buttons

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 06:40:33 +07:00

92 lines
2.5 KiB
C#

using UnityEngine;
public sealed 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.OnActiveModifiersChanged += HandleActiveModifiersChanged;
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.OnActiveModifiersChanged -= HandleActiveModifiersChanged;
model.OnInventoryChanged -= HandleInventoryChanged;
}
if (scoringSystem != null)
scoringSystem.OnCategoryConfirmed -= HandleCategoryConfirmed;
}
private void HandleActivate(ModifierRuntime runtime)
{
model.TryActivate(runtime);
}
private void HandleDeactivate(ModifierRuntime runtime)
{
model.Deactivate(runtime);
}
private void HandleSell(ModifierRuntime runtime)
{
if (runtime.Data == null) return;
int sellPrice = runtime.Data.SellPrice;
model.RemoveModifier(runtime);
if (currencyBank != null)
currencyBank.Add(sellPrice);
}
private void HandleActiveModifiersChanged(System.Collections.Generic.List<ModifierData> activeModifiers)
{
if (scoringSystem != null)
scoringSystem.SetActiveModifiers(activeModifiers);
}
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);
}
}