Files
YachtDice/Assets/Scripts/Shop/ShopController.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

62 lines
1.5 KiB
C#

using UnityEngine;
using YachtDice.Economy;
using YachtDice.Modifiers;
namespace YachtDice.Shop
{
public sealed class ShopController : MonoBehaviour
{
[SerializeField] private ShopCatalog catalog;
[SerializeField] private ShopView shopView;
[SerializeField] private CurrencyBank currencyBank;
private ShopModel model;
public ShopCatalog Catalog => catalog;
public void Initialize(ShopModel shopModel)
{
model = shopModel;
shopView.OnBuyClicked += HandleBuyClicked;
if (currencyBank != null)
currencyBank.OnBalanceChanged += HandleCurrencyChanged;
model.OnItemPurchased += HandleItemPurchased;
shopView.Populate(catalog.AvailableModifiers, model);
shopView.UpdateCurrencyDisplay(currencyBank != null ? currencyBank.Balance : 0);
}
private void OnDestroy()
{
if (shopView != null)
shopView.OnBuyClicked -= HandleBuyClicked;
if (currencyBank != null)
currencyBank.OnBalanceChanged -= HandleCurrencyChanged;
if (model != null)
model.OnItemPurchased -= HandleItemPurchased;
}
private void HandleBuyClicked(ModifierData data)
{
model.TryPurchase(data);
}
private void HandleCurrencyChanged(int newBalance)
{
shopView.UpdateCurrencyDisplay(newBalance);
shopView.RefreshStates(catalog.AvailableModifiers, model);
}
private void HandleItemPurchased(ModifierData data)
{
shopView.RefreshStates(catalog.AvailableModifiers, model);
}
}
}