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>
74 lines
1.9 KiB
C#
74 lines
1.9 KiB
C#
using UnityEngine;
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using VContainer;
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using YachtDice.Economy;
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namespace YachtDice.Shop
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{
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public class ShopController : MonoBehaviour
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{
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[SerializeField] private ShopView shopView;
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private ShopCatalog catalog;
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private CurrencyBank currencyBank;
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private ShopModel model;
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public ShopCatalog Catalog => catalog;
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[Inject]
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public void Construct(ShopCatalog catalog, CurrencyBank currencyBank, ShopModel model)
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{
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this.catalog = catalog;
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this.currencyBank = currencyBank;
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this.model = model;
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}
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private void Start()
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{
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shopView.OnBuyClicked += HandleBuyClicked;
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currencyBank.OnBalanceChanged += HandleCurrencyChanged;
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model.OnItemPurchased += HandleItemPurchased;
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shopView.Populate(catalog.All, model);
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shopView.UpdateCurrencyDisplay(currencyBank.Balance);
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}
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private void OnDestroy()
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{
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if (shopView != null)
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shopView.OnBuyClicked -= HandleBuyClicked;
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if (currencyBank != null)
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currencyBank.OnBalanceChanged -= HandleCurrencyChanged;
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if (model != null)
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model.OnItemPurchased -= HandleItemPurchased;
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}
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public void ToggleVisibility()
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{
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if (shopView == null) return;
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if (shopView.IsVisible)
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shopView.Hide();
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else
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shopView.Show();
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}
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private void HandleBuyClicked(IShopItem item)
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{
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model.TryPurchase(item);
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}
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private void HandleCurrencyChanged(int newBalance)
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{
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shopView.UpdateCurrencyDisplay(newBalance);
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shopView.RefreshStates(catalog.All, model);
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}
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private void HandleItemPurchased(IShopItem item)
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{
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shopView.RefreshStates(catalog.All, model);
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}
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}
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}
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