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>
88 lines
2.8 KiB
C#
88 lines
2.8 KiB
C#
using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public sealed class ShopItemView : MonoBehaviour
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{
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[SerializeField] private Image iconImage;
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[SerializeField] private TMP_Text nameText;
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[SerializeField] private TMP_Text descriptionText;
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[SerializeField] private TMP_Text priceText;
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[SerializeField] private TMP_Text rarityText;
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[SerializeField] private Button buyButton;
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[SerializeField] private TMP_Text buyButtonText;
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[SerializeField] private Image background;
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[Header("Rarity Colors")]
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[SerializeField] private Color commonColor = Color.white;
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[SerializeField] private Color uncommonColor = new(0.4f, 0.8f, 0.4f);
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[SerializeField] private Color rareColor = new(0.4f, 0.6f, 1f);
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[SerializeField] private Color epicColor = new(0.8f, 0.4f, 1f);
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private ModifierData data;
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public event Action<ModifierData> OnBuyClicked;
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private void Awake()
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{
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if (buyButton != null)
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buyButton.onClick.AddListener(() => OnBuyClicked?.Invoke(data));
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}
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public void Setup(ModifierData modifierData, ShopItemState state)
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{
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data = modifierData;
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if (nameText != null) nameText.text = data.DisplayName;
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if (descriptionText != null) descriptionText.text = data.Description;
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if (priceText != null) priceText.text = data.ShopPrice.ToString();
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if (iconImage != null && data.Icon != null) iconImage.sprite = data.Icon;
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if (rarityText != null)
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{
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rarityText.text = data.Rarity.ToString();
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rarityText.color = GetRarityColor(data.Rarity);
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}
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SetState(state);
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}
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public void SetState(ShopItemState state)
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{
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if (buyButton == null) return;
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switch (state)
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{
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case ShopItemState.Available:
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buyButton.interactable = true;
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if (buyButtonText != null) buyButtonText.text = "Buy";
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break;
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case ShopItemState.RepurchaseAvailable:
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buyButton.interactable = true;
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if (buyButtonText != null) buyButtonText.text = "Buy";
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break;
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case ShopItemState.TooExpensive:
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buyButton.interactable = false;
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if (buyButtonText != null) buyButtonText.text = "Buy";
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break;
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case ShopItemState.Owned:
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buyButton.interactable = false;
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if (buyButtonText != null) buyButtonText.text = "Owned";
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break;
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}
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}
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private Color GetRarityColor(ModifierRarity rarity)
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{
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return rarity switch
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{
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ModifierRarity.Common => commonColor,
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ModifierRarity.Uncommon => uncommonColor,
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ModifierRarity.Rare => rareColor,
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ModifierRarity.Epic => epicColor,
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_ => commonColor
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};
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}
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}
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