Files
YachtDice/Assets/Scripts/Shop/ShopModel.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

86 lines
2.4 KiB
C#

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