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>
70 lines
1.8 KiB
C#
70 lines
1.8 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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public sealed class GameInfoView : MonoBehaviour
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{
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[Header("Turn Info")]
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[SerializeField] private TMP_Text turnText;
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[Header("Currency")]
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[SerializeField] private TMP_Text currencyText;
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[Header("Navigation")]
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[SerializeField] private Button shopButton;
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[SerializeField] private Button inventoryButton;
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[Header("Game Over Overlay")]
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[SerializeField] private GameObject gameOverPanel;
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[SerializeField] private TMP_Text finalScoreText;
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[SerializeField] private Button newGameButton;
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public event Action OnNewGameClicked;
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public event Action OnShopClicked;
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public event Action OnInventoryClicked;
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private void Awake()
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{
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newGameButton.onClick.AddListener(() => OnNewGameClicked?.Invoke());
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gameOverPanel.SetActive(false);
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if (shopButton != null)
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shopButton.onClick.AddListener(() => OnShopClicked?.Invoke());
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if (inventoryButton != null)
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inventoryButton.onClick.AddListener(() => OnInventoryClicked?.Invoke());
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}
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public void SetTurnText(int turn, int maxTurns)
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{
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turnText.text = $"Ход {turn} / {maxTurns}";
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}
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public void SetCurrencyText(int amount)
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{
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if (currencyText != null)
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currencyText.text = amount.ToString();
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}
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public void ShowGameOver(int finalScore)
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{
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gameOverPanel.SetActive(true);
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finalScoreText.text = $"Итого: {finalScore}";
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}
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public void HideGameOver()
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{
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gameOverPanel.SetActive(false);
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}
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private void OnDestroy()
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{
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newGameButton.onClick.RemoveAllListeners();
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if (shopButton != null)
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shopButton.onClick.RemoveAllListeners();
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if (inventoryButton != null)
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inventoryButton.onClick.RemoveAllListeners();
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}
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}
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