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>
86 lines
2.4 KiB
C#
86 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using YachtDice.Economy;
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using YachtDice.Inventory;
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using YachtDice.Modifiers;
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namespace YachtDice.Shop
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{
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public sealed class ShopModel
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{
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private readonly CurrencyBank currencyBank;
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private readonly InventoryModel inventoryModel;
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private readonly HashSet<string> purchasedPermanentIds = new();
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public event Action<ModifierData> OnItemPurchased;
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public ShopModel(CurrencyBank currencyBank, InventoryModel inventoryModel)
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{
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this.currencyBank = currencyBank;
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this.inventoryModel = inventoryModel;
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}
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public bool CanPurchase(ModifierData modifier)
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{
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if (modifier == null) return false;
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if (!currencyBank.CanAfford(modifier.ShopPrice)) return false;
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if (modifier.Durability == ModifierDurability.Permanent &&
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purchasedPermanentIds.Contains(modifier.Id))
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return false;
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return true;
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}
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public bool TryPurchase(ModifierData modifier)
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{
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if (!CanPurchase(modifier)) return false;
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if (!currencyBank.Spend(modifier.ShopPrice)) return false;
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if (modifier.Durability == ModifierDurability.Permanent)
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purchasedPermanentIds.Add(modifier.Id);
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inventoryModel.AddModifier(modifier);
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OnItemPurchased?.Invoke(modifier);
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return true;
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}
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public bool IsPermanentOwned(string modifierId) => purchasedPermanentIds.Contains(modifierId);
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public ShopItemState GetItemState(ModifierData modifier)
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{
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if (modifier == null) return ShopItemState.TooExpensive;
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if (modifier.Durability == ModifierDurability.Permanent &&
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purchasedPermanentIds.Contains(modifier.Id))
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return ShopItemState.Owned;
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if (!currencyBank.CanAfford(modifier.ShopPrice))
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return ShopItemState.TooExpensive;
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return modifier.Durability == ModifierDurability.LimitedUses
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? ShopItemState.RepurchaseAvailable
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: ShopItemState.Available;
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}
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public void LoadPurchasedPermanentIds(IEnumerable<string> ids)
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{
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purchasedPermanentIds.Clear();
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if (ids != null)
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foreach (var id in ids) purchasedPermanentIds.Add(id);
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}
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public HashSet<string> GetPurchasedPermanentIds() => new(purchasedPermanentIds);
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}
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public enum ShopItemState
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{
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Available,
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TooExpensive,
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Owned,
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RepurchaseAvailable
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}
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}
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