ba626acb9b
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>
85 lines
2.7 KiB
C#
85 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public sealed class ScoringSystem : MonoBehaviour
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{
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public event Action<YachtCategory, int> OnCategoryScored;
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public event Action<int> OnAllCategoriesScored;
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public event Action<YachtCategory, ScoreResult> OnCategoryConfirmed;
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private readonly Dictionary<YachtCategory, int> scorecard = new();
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private readonly HashSet<YachtCategory> usedCategories = new();
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private List<ModifierData> activeModifierData = new();
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public bool IsCategoryUsed(YachtCategory category) => usedCategories.Contains(category);
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public int GetCategoryScore(YachtCategory category)
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{
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return scorecard.TryGetValue(category, out int score) ? score : -1;
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}
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public int TotalScore
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{
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get
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{
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int total = 0;
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foreach (var kvp in scorecard) total += kvp.Value;
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return total;
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}
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}
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public int CategoriesFilledCount => usedCategories.Count;
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public int TotalCategoryCount => Enum.GetValues(typeof(YachtCategory)).Length;
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public bool IsComplete => CategoriesFilledCount >= TotalCategoryCount;
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public void SetActiveModifiers(List<ModifierData> modifiers)
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{
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activeModifierData = modifiers ?? new List<ModifierData>();
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}
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public IReadOnlyList<ModifierData> ActiveModifiers => activeModifierData;
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public ScoreResult PreviewScore(int[] diceValues, YachtCategory category)
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{
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int baseScore = CategoryScorer.Calculate(diceValues, category);
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ScoreResult result = ScoreResult.Create(baseScore, diceValues, category);
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ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.SelectedCategory);
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return result;
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}
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public ScoreResult ScoreCategory(int[] diceValues, YachtCategory category)
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{
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if (usedCategories.Contains(category))
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throw new InvalidOperationException($"Category {category} has already been scored.");
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int baseScore = CategoryScorer.Calculate(diceValues, category);
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ScoreResult result = ScoreResult.Create(baseScore, diceValues, category);
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ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.SelectedCategory);
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ModifierPipeline.Apply(activeModifierData, ref result, ModifierScope.AnyCategoryClosed);
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int finalScore = result.FinalScore;
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scorecard[category] = finalScore;
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usedCategories.Add(category);
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OnCategoryScored?.Invoke(category, finalScore);
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OnCategoryConfirmed?.Invoke(category, result);
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if (IsComplete)
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OnAllCategoriesScored?.Invoke(TotalScore);
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return result;
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}
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public void ResetScorecard()
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{
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scorecard.Clear();
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usedCategories.Clear();
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}
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}
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