Files
YachtDice/Assets/Scripts/Shop/ShopCatalog.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

26 lines
689 B
C#

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