Files
YachtDice/Assets/Scripts/Persistence/SaveSystem.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

43 lines
999 B
C#

using Newtonsoft.Json;
using UnityEngine;
public static class SaveSystem
{
private const string SaveKey = "YachtDice_SaveData";
public static void Save(SaveData data)
{
string json = JsonConvert.SerializeObject(data, Formatting.Indented);
PlayerPrefs.SetString(SaveKey, json);
PlayerPrefs.Save();
}
public static SaveData Load()
{
if (!PlayerPrefs.HasKey(SaveKey))
return new SaveData();
string json = PlayerPrefs.GetString(SaveKey);
try
{
return JsonConvert.DeserializeObject<SaveData>(json) ?? new SaveData();
}
catch (JsonException e)
{
Debug.LogWarning($"Failed to deserialize save data, returning default: {e.Message}");
return new SaveData();
}
}
public static void Delete()
{
PlayerPrefs.DeleteKey(SaveKey);
}
public static bool HasSave()
{
return PlayerPrefs.HasKey(SaveKey);
}
}