Files
YachtDice/Assets/Scripts/Player/DiceCollection.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

75 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using YachtDice.Dice;
namespace YachtDice.Player
{
public class DiceCollection
{
private readonly List<DieDefinitionSO> ownedDice = new();
public event Action OnChanged;
public IReadOnlyList<DieDefinitionSO> OwnedDice => ownedDice;
public void Add(DieDefinitionSO definition)
{
if (definition == null) return;
if (OwnsById(definition.Id)) return;
ownedDice.Add(definition);
OnChanged?.Invoke();
}
public void Remove(DieDefinitionSO definition)
{
if (ownedDice.Remove(definition))
OnChanged?.Invoke();
}
public bool OwnsById(string id)
{
for (int i = 0; i < ownedDice.Count; i++)
{
if (ownedDice[i] != null && ownedDice[i].Id == id)
return true;
}
return false;
}
public List<string> GetSaveData()
{
var ids = new List<string>();
for (int i = 0; i < ownedDice.Count; i++)
ids.Add(ownedDice[i].Id);
return ids;
}
public void LoadSaveData(List<string> diceIds, DiceCatalog catalog)
{
ownedDice.Clear();
if (diceIds == null)
{
OnChanged?.Invoke();
return;
}
for (int i = 0; i < diceIds.Count; i++)
{
var def = catalog.FindById(diceIds[i]);
if (def != null)
ownedDice.Add(def);
}
OnChanged?.Invoke();
}
public void Clear()
{
ownedDice.Clear();
OnChanged?.Invoke();
}
}
}