Files
YachtDice/Assets/Scripts/Tests/Editor/SaveSystemTests.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

89 lines
2.2 KiB
C#

using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
public sealed class SaveSystemTests
{
[SetUp]
public void SetUp()
{
SaveSystem.Delete();
}
[TearDown]
public void TearDown()
{
SaveSystem.Delete();
}
[Test]
public void SaveAndLoad_RoundTrip_PreservesData()
{
var data = new SaveData
{
Currency = 999,
OwnedModifiers = new List<ModifierSaveEntry>
{
new() { ModifierId = "mod1", IsActive = true, RemainingUses = 3 },
new() { ModifierId = "mod2", IsActive = false, RemainingUses = -1 }
}
};
SaveSystem.Save(data);
var loaded = SaveSystem.Load();
Assert.AreEqual(999, loaded.Currency);
Assert.AreEqual(2, loaded.OwnedModifiers.Count);
Assert.AreEqual("mod1", loaded.OwnedModifiers[0].ModifierId);
Assert.IsTrue(loaded.OwnedModifiers[0].IsActive);
Assert.AreEqual(3, loaded.OwnedModifiers[0].RemainingUses);
Assert.AreEqual("mod2", loaded.OwnedModifiers[1].ModifierId);
Assert.IsFalse(loaded.OwnedModifiers[1].IsActive);
}
[Test]
public void Load_MissingKey_ReturnsDefault()
{
var loaded = SaveSystem.Load();
Assert.IsNotNull(loaded);
Assert.AreEqual(0, loaded.Currency);
Assert.AreEqual(0, loaded.OwnedModifiers.Count);
}
[Test]
public void HasSave_ReturnsFalseWhenEmpty()
{
Assert.IsFalse(SaveSystem.HasSave());
}
[Test]
public void HasSave_ReturnsTrueAfterSave()
{
SaveSystem.Save(new SaveData { Currency = 100 });
Assert.IsTrue(SaveSystem.HasSave());
}
[Test]
public void Delete_RemovesSaveData()
{
SaveSystem.Save(new SaveData { Currency = 100 });
SaveSystem.Delete();
Assert.IsFalse(SaveSystem.HasSave());
}
[Test]
public void Load_CorruptJson_ReturnsDefault()
{
PlayerPrefs.SetString("YachtDice_SaveData", "{invalid json!!!");
PlayerPrefs.Save();
var loaded = SaveSystem.Load();
Assert.IsNotNull(loaded);
Assert.AreEqual(0, loaded.Currency);
}
}