Files
YachtDice/Assets/Scripts/Dice/DiceCatalog.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

33 lines
894 B
C#

using System.Collections.Generic;
using UnityEngine;
namespace YachtDice.Dice
{
[CreateAssetMenu(fileName = "DiceCatalog", menuName = "YachtDice/Dice/Catalog")]
public class DiceCatalog : ScriptableObject
{
[SerializeField] private List<DieDefinitionSO> dice = new();
public IReadOnlyList<DieDefinitionSO> All => dice;
public DieDefinitionSO FindById(string id)
{
for (int i = 0; i < dice.Count; i++)
{
if (dice[i] != null && dice[i].Id == id)
return dice[i];
}
return null;
}
#if UNITY_EDITOR
public static DiceCatalog CreateForTest(List<DieDefinitionSO> defs)
{
var catalog = CreateInstance<DiceCatalog>();
catalog.dice = defs ?? new List<DieDefinitionSO>();
return catalog;
}
#endif
}
}