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>
83 lines
2.2 KiB
C#
83 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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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 ShopView : MonoBehaviour
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{
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[SerializeField] private Transform itemContainer;
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[SerializeField] private ShopItemView itemPrefab;
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[SerializeField] private TMP_Text currencyText;
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[SerializeField] private Button closeButton;
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private readonly List<ShopItemView> spawnedItems = new();
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public event Action<ModifierData> OnBuyClicked;
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private void Awake()
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{
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if (closeButton != null)
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closeButton.onClick.AddListener(Hide);
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}
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private void OnDestroy()
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{
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if (closeButton != null)
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closeButton.onClick.RemoveListener(Hide);
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}
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public void Show() => gameObject.SetActive(true);
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public void Hide() => gameObject.SetActive(false);
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public bool IsVisible => gameObject.activeSelf;
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public void Populate(IReadOnlyList<ModifierData> catalog, ShopModel model)
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{
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ClearItems();
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for (int i = 0; i < catalog.Count; i++)
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{
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var data = catalog[i];
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if (data == null) continue;
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var item = Instantiate(itemPrefab, itemContainer);
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var state = model.GetItemState(data);
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item.Setup(data, state);
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item.OnBuyClicked += HandleBuy;
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spawnedItems.Add(item);
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}
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}
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public void RefreshStates(IReadOnlyList<ModifierData> catalog, ShopModel model)
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{
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for (int i = 0; i < spawnedItems.Count && i < catalog.Count; i++)
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{
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var state = model.GetItemState(catalog[i]);
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spawnedItems[i].SetState(state);
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}
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}
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public void UpdateCurrencyDisplay(int currency)
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{
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if (currencyText != null)
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currencyText.text = currency.ToString();
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}
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private void ClearItems()
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{
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for (int i = 0; i < spawnedItems.Count; i++)
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{
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spawnedItems[i].OnBuyClicked -= HandleBuy;
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Destroy(spawnedItems[i].gameObject);
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}
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spawnedItems.Clear();
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}
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private void HandleBuy(ModifierData data) => OnBuyClicked?.Invoke(data);
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}
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}
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