Files
YachtDice/Assets/Scripts/Shop/IShopItem.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

24 lines
672 B
C#

using UnityEngine;
namespace YachtDice.Shop
{
/// <summary>
/// Any item that can appear in the shop.
/// Implemented by ScriptableObject definitions (ModifierDefinition, DieDefinitionSO).
/// </summary>
public interface IShopItem
{
string Id { get; }
string DisplayName { get; }
string Description { get; }
Sprite Icon { get; }
int ShopPrice { get; }
/// <summary>
/// Whether this item can be repurchased after being owned (e.g. consumable modifiers).
/// If false, the shop marks it as "Owned" once purchased.
/// </summary>
bool IsRepurchasable { get; }
}
}