fcceb0ce45
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>
33 lines
894 B
C#
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
|
|
}
|
|
}
|