bee20fd1f8
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>
90 lines
2.8 KiB
C#
90 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using YachtDice.Modifiers;
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namespace YachtDice.Scoring
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{
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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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}
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