Files
YachtDice/Assets/Scripts/Modifiers/ModifierRuntime.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

35 lines
869 B
C#

using System;
[Serializable]
public sealed class ModifierRuntime
{
public string ModifierId;
public bool IsActive;
public int RemainingUses;
[NonSerialized] public ModifierData Data;
public bool IsExpired => Data != null &&
Data.Durability == ModifierDurability.LimitedUses &&
RemainingUses <= 0;
public void ConsumeUse()
{
if (Data == null) return;
if (Data.Durability != ModifierDurability.LimitedUses) return;
RemainingUses--;
}
public static ModifierRuntime Create(ModifierData data)
{
return new ModifierRuntime
{
ModifierId = data.Id,
IsActive = false,
RemainingUses = data.Durability == ModifierDurability.LimitedUses ? data.MaxUses : -1,
Data = data
};
}
}