Files
YachtDice/Assets/Scripts/Inventory/InventoryView.cs
T
horooko bee20fd1f8 [Refactor] Add folder-based namespaces to all C# scripts
Wrap all 39 scripts and 6 test files in namespaces matching their folder
structure (e.g. Assets/Scripts/Dice/ → YachtDice.Dice). Add cross-namespace
using directives where types are referenced across modules. Set rootNamespace
in both .asmdef files (YachtDice, YachtDice.Tests).

Namespace mapping:
- YachtDice.Dice — Dice, DiceRoller
- YachtDice.Economy — CurrencyBank
- YachtDice.Game — GameManager, DiceManager, DebugGameInput
- YachtDice.Inventory — InventoryController/Model/SlotView/View
- YachtDice.Modifiers — ModifierData/Effect/Enums/Pipeline/Runtime/Target
- YachtDice.Persistence — SaveData, SaveSystem
- YachtDice.Scoring — CategoryScorer, ScoreResult, ScoringSystem, YachtCategory
- YachtDice.Shop — ShopCatalog/Controller/ItemView/Model/View
- YachtDice.UI — CategoryRowView, DicePanelView, GameController, GameInfoView, ScoreCardView
- YachtDice.Editor — ModifierAssetCreator
- YachtDice.Tests — all test files

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 19:06:57 +07:00

80 lines
2.4 KiB
C#

using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using YachtDice.Modifiers;
namespace YachtDice.Inventory
{
public sealed class InventoryView : MonoBehaviour
{
[SerializeField] private Transform slotContainer;
[SerializeField] private InventorySlotView slotPrefab;
[SerializeField] private TMP_Text slotCountText;
[SerializeField] private Button closeButton;
private readonly List<InventorySlotView> spawnedSlots = new();
public event Action<ModifierRuntime> OnActivateClicked;
public event Action<ModifierRuntime> OnDeactivateClicked;
public event Action<ModifierRuntime> OnSellClicked;
private void Awake()
{
if (closeButton != null)
closeButton.onClick.AddListener(Hide);
}
private void OnDestroy()
{
if (closeButton != null)
closeButton.onClick.RemoveListener(Hide);
}
public void Show() => gameObject.SetActive(true);
public void Hide() => gameObject.SetActive(false);
public bool IsVisible => gameObject.activeSelf;
public void Refresh(IReadOnlyList<ModifierRuntime> owned, int maxSlots)
{
ClearSlots();
int activeCount = 0;
for (int i = 0; i < owned.Count; i++)
{
var runtime = owned[i];
if (runtime.IsActive) activeCount++;
var slot = Instantiate(slotPrefab, slotContainer);
slot.Setup(runtime, activeCount <= maxSlots);
slot.OnActivateClicked += HandleActivate;
slot.OnDeactivateClicked += HandleDeactivate;
slot.OnSellClicked += HandleSell;
spawnedSlots.Add(slot);
}
if (slotCountText != null)
slotCountText.text = $"{activeCount}/{maxSlots}";
}
private void ClearSlots()
{
for (int i = 0; i < spawnedSlots.Count; i++)
{
spawnedSlots[i].OnActivateClicked -= HandleActivate;
spawnedSlots[i].OnDeactivateClicked -= HandleDeactivate;
spawnedSlots[i].OnSellClicked -= HandleSell;
Destroy(spawnedSlots[i].gameObject);
}
spawnedSlots.Clear();
}
private void HandleActivate(ModifierRuntime runtime) => OnActivateClicked?.Invoke(runtime);
private void HandleDeactivate(ModifierRuntime runtime) => OnDeactivateClicked?.Invoke(runtime);
private void HandleSell(ModifierRuntime runtime) => OnSellClicked?.Invoke(runtime);
}
}