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>
98 lines
2.9 KiB
C#
98 lines
2.9 KiB
C#
using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace YachtDice.Shop
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{
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public class ShopView : MonoBehaviour
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{
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[SerializeField] private Transform itemContainer;
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[SerializeField] private ShopItemView itemPrefab;
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[SerializeField] private TMP_Text currencyText;
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[SerializeField] private Button closeButton;
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[SerializeField] private ShopTooltipView tooltipView;
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private readonly List<ShopItemView> spawnedItems = new();
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public event Action<IShopItem> OnBuyClicked;
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private void Awake()
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{
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if (closeButton != null)
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closeButton.onClick.AddListener(Hide);
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}
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private void OnDestroy()
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{
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if (closeButton != null)
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closeButton.onClick.RemoveListener(Hide);
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}
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public void Show() => gameObject.SetActive(true);
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public void Hide() => gameObject.SetActive(false);
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public bool IsVisible => gameObject.activeSelf;
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public void Populate(IReadOnlyList<IShopItem> catalog, ShopModel model)
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{
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ClearItems();
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for (int i = 0; i < catalog.Count; i++)
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{
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var def = catalog[i];
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if (def == null) continue;
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var item = Instantiate(itemPrefab, itemContainer);
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var state = model.GetItemState(def);
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item.Setup(def, state);
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item.OnBuyClicked += HandleBuy;
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item.OnHoverEnter += HandleHoverEnter;
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item.OnHoverExit += HandleHoverExit;
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spawnedItems.Add(item);
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}
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}
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public void RefreshStates(IReadOnlyList<IShopItem> catalog, ShopModel model)
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{
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for (int i = 0; i < spawnedItems.Count && i < catalog.Count; i++)
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{
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var state = model.GetItemState(catalog[i]);
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spawnedItems[i].SetState(state);
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}
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}
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public void UpdateCurrencyDisplay(int currency)
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{
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if (currencyText != null)
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currencyText.text = currency.ToString();
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}
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private void ClearItems()
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{
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for (int i = 0; i < spawnedItems.Count; i++)
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{
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spawnedItems[i].OnBuyClicked -= HandleBuy;
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spawnedItems[i].OnHoverEnter -= HandleHoverEnter;
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spawnedItems[i].OnHoverExit -= HandleHoverExit;
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Destroy(spawnedItems[i].gameObject);
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}
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spawnedItems.Clear();
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}
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private void HandleBuy(IShopItem item) => OnBuyClicked?.Invoke(item);
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private void HandleHoverEnter(IShopItem item, RectTransform anchor)
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{
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if (tooltipView != null)
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tooltipView.Show(item, anchor);
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}
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private void HandleHoverExit()
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{
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if (tooltipView != null)
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tooltipView.Hide();
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}
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}
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}
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