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>
26 lines
689 B
C#
26 lines
689 B
C#
using System.Collections.Generic;
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using UnityEngine;
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using YachtDice.Modifiers;
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namespace YachtDice.Shop
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{
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[CreateAssetMenu(fileName = "ShopCatalog", menuName = "YachtDice/Shop Catalog")]
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public sealed class ShopCatalog : ScriptableObject
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{
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[SerializeField] private List<ModifierData> availableModifiers = new();
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public IReadOnlyList<ModifierData> AvailableModifiers => availableModifiers;
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public ModifierData FindById(string id)
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{
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for (int i = 0; i < availableModifiers.Count; i++)
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{
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if (availableModifiers[i] != null && availableModifiers[i].Id == id)
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return availableModifiers[i];
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}
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return null;
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}
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}
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}
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