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>
68 lines
2.3 KiB
C#
68 lines
2.3 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using YachtDice.Modifiers.Core;
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using YachtDice.Shop;
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namespace YachtDice.Modifiers.Definition
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{
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[CreateAssetMenu(fileName = "NewModifier", menuName = "YachtDice/Modifiers/Definition")]
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public class ModifierDefinition : ScriptableObject, IShopItem
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{
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[Header("Identity")]
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[SerializeField] private string id;
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[SerializeField] private string displayName;
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[SerializeField, TextArea] private string description;
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[SerializeField] private Sprite icon;
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[SerializeField] private ModifierRarity rarity;
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[Header("Economy")]
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[SerializeField] private int shopPrice;
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[SerializeField] private int sellPrice;
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[Header("Durability")]
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[SerializeField] private bool hasLimitedUses;
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[SerializeField] private int maxUses;
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[SerializeField] private int maxStacks = 1;
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[Header("Behaviors")]
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[SerializeField] private List<ModifierBehavior> behaviors = new();
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public string Id => id;
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public string DisplayName => displayName;
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public string Description => description;
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public Sprite Icon => icon;
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public ModifierRarity Rarity => rarity;
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public int ShopPrice => shopPrice;
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public int SellPrice => sellPrice;
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public bool HasLimitedUses => hasLimitedUses;
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public int MaxUses => maxUses;
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public int MaxStacks => maxStacks;
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public bool IsRepurchasable => hasLimitedUses;
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public IReadOnlyList<ModifierBehavior> Behaviors => behaviors;
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#if UNITY_EDITOR
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public static ModifierDefinition CreateForTest(
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string id,
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List<ModifierBehavior> behaviors,
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bool hasLimitedUses = false,
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int maxUses = 0,
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int shopPrice = 100,
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int sellPrice = 50,
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ModifierRarity rarity = ModifierRarity.Common)
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{
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var so = CreateInstance<ModifierDefinition>();
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so.id = id;
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so.displayName = id;
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so.description = id;
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so.rarity = rarity;
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so.shopPrice = shopPrice;
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so.sellPrice = sellPrice;
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so.hasLimitedUses = hasLimitedUses;
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so.maxUses = maxUses;
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so.behaviors = behaviors ?? new List<ModifierBehavior>();
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return so;
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}
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#endif
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}
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}
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