Files
YachtDice/Assets/Scripts/DI/GameLifetimeScope.cs
T
horooko fcceb0ce45 Rework shop to support multiple item types and add unified PlayerModel
Generalize the shop from selling only ModifierDefinition to any IShopItem
(modifiers + dice). Add purchase condition checks, hover tooltips, and
fixed prices. Introduce PlayerModel as a facade over CurrencyBank,
InventoryModel, and DiceCollection for centralized state and save/load.

New files:
- IShopItem interface for purchasable items
- ShopCatalog SO (unified catalog for all item types)
- ShopTooltipView (description on hover)
- PlayerModel (aggregates player state)
- DiceCollection (owned dice tracking)
- DiceCatalog SO (dice definition registry)
- DiceCollectionTests

Modified:
- ModifierDefinition/DieDefinitionSO implement IShopItem
- ShopModel/ShopView/ShopItemView/ShopController use IShopItem
- SaveData v3 with OwnedDiceIds
- GameController uses PlayerModel for save/load
- GameLifetimeScope registers new services

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 21:04:34 +07:00

74 lines
2.7 KiB
C#

using UnityEngine;
using VContainer;
using VContainer.Unity;
using YachtDice.Categories;
using YachtDice.Dice;
using YachtDice.Economy;
using YachtDice.Events;
using YachtDice.Game;
using YachtDice.Inventory;
using YachtDice.Modifiers.Definition;
using YachtDice.Modifiers.Pipeline;
using YachtDice.Modifiers.Runtime;
using YachtDice.Player;
using YachtDice.Scoring;
using YachtDice.Shop;
using YachtDice.UI;
namespace YachtDice.DI
{
public class GameLifetimeScope : LifetimeScope
{
[SerializeField] private ModifierCatalog modifierCatalog;
[SerializeField] private CategoryCatalog categoryCatalog;
[SerializeField] private DiceCatalog diceCatalog;
[SerializeField] private ShopCatalog shopCatalog;
[Header("Scene References")]
[SerializeField] private ScoringSystem scoringSystem;
[SerializeField] private CurrencyBank currencyBank;
[SerializeField] private GameManager gameManager;
[SerializeField] private DiceManager diceManager;
[SerializeField] private GameController gameController;
[SerializeField] private ShopController shopController;
[SerializeField] private InventoryController inventoryController;
[Header("Settings")]
[SerializeField] private int maxActiveModifierSlots = 5;
protected override void Configure(IContainerBuilder builder)
{
// SO catalogs
builder.RegisterInstance(modifierCatalog);
builder.RegisterInstance(categoryCatalog);
builder.RegisterInstance(diceCatalog);
builder.RegisterInstance(shopCatalog);
// Core modifier services
builder.Register<ModifierRegistry>(Lifetime.Singleton)
.WithParameter<int>(maxActiveModifierSlots);
builder.Register<ModifierPipeline>(Lifetime.Singleton);
builder.Register<GameEventBus>(Lifetime.Singleton);
// Player subsystems
builder.Register<DiceCollection>(Lifetime.Singleton);
builder.Register<InventoryModel>(Lifetime.Singleton);
// Unified player model
builder.Register<PlayerModel>(Lifetime.Singleton);
// Shop
builder.Register<ShopModel>(Lifetime.Singleton);
// Scene MonoBehaviour components
builder.RegisterComponent(scoringSystem);
builder.RegisterComponent(currencyBank);
builder.RegisterComponent(gameManager);
builder.RegisterComponent(diceManager);
builder.RegisterComponent(gameController);
builder.RegisterComponent(shopController);
builder.RegisterComponent(inventoryController);
}
}
}