RevFramework: Currency & Economy¶
RevFramework: Currency & Economy delivers a complete, production-grade financial and gameplay economy layer for Unity:
- Currency System — balances, policies, audit, authority, escrow, idempotency, batch events
- Economy Layer — shops, crafting costs, rewards, atomic rollbacks
- Adapters — inventory-backed money, item-store abstraction, exchange, awaiters
Every system is fully SOLID, adapter-friendly, prefab-free, and designed for C# developers who want correctness, clarity, and predictable behaviour — not monobehaviour soup.
💬 If you can't code, don’t buy this.
This SKU is a developer toolkit, not a drag-and-drop template.
🧩 System Dependency Note
- Currency is the foundational system and can be used on its own.
- Economy is built on top of Currency and requires it.
- If you don’t need high-level economy flows, you may safely remove the Economy system.
- Using Economy without Currency is not supported.
🌐 Multiplayer & Netcode Note
Currency & Economy are authority-aware and netcode-agnostic systems.
They do not include networking, replication, or transport layers.
You are expected to integrate your own netcode (NGO, Mirror, Fusion, custom).
🧩 What’s Included¶
Currency System¶
A robust, extensible financial engine with:
- Credit / Debit / Set / Transfer
- Overflow-safe operations
- Min/max Policy Caps (Clamp or Fail)
- Authority layers (SP/MP)
- Escrow with TTL expiry pump
- Idempotency (RID-based replay protection)
- Audit trail (per-owner ring buffers)
- BatchEvents (single callback per commit)
- Async Awaiters & coroutine versions
- CurrencyTxn: staged atomic transactions
- Exchange engine (rates, fees, rounding)
- UI Bars for UGUI/TMP/UITK
- Persistence helpers (capture/restore by StableId)
Economy Layer (Built on Currency)¶
High-level gameplay flows built on top of the currency engine:
- ShopService — Buy/Sell with full rollback
- CraftingService — cost → ingredients → result
- RewardService — money + item bundles
IValueLedger— policy-aware money abstractionIItemStore— inventory-agnostic item interfaceEcoOpResult/EcoOpCode— clean domain resultsEcoSource— canonical vendor|rid tracking
All operations are atomic, policy-aware, and rollback-safe.
Adapters & Bridges¶
Modular integration layers including:
- InventoryItemStore — wrap any inventory into an item store
- Inventory-backed currency (“coins as items”)
- Currency ↔ Inventory ↔ Crafting compatibility
- Prefab-free, adapter-safe architecture
Everything plugs in cleanly — no hidden singletons, no cyclic dependencies.
🎓 Teachable Panels (Interactive Learning)¶
This SKU includes Teachable Panels — live, Editor-side tools that run the real API:
- Currency Basics
- Policy Caps
- Escrow
- Idempotency
- Exchange
- Batch Events & Transactions
- UI Bars + Nudger
- Awaiters
- Persistence + Audit
- Economy Quickstart (currency-only)
- Economy + Inventory (rollback visualiser)
These act as a live debugger for your currency and economy setup.
👉 Full breakdown in the companion Teachable Panels document.
🧠 Why This SKU Matters¶
- Financial correctness — no double spending, no phantom items
- Atomic operations — consistent buy/sell/craft/reward flows
- Robust rollbacks — reverse-order fixups + refunds
- Audit-ready — sourceId + reason + deltas for every operation
- Policy-aware — caps, clamping, fail rules
- Idempotent — safe for retries, networking, backend calls
- Extensible — adapters for items, inventory, crafting, pickups
This is not a toy store system.
This is a real economy foundation.
📘 Documentation & Learning¶
This SKU ships with:
- 📄 Folder-level
README.mdfiles (auto-generated into MkDocs) - 🎓 Teachable Panels (editor-driven debugging)
- 🎮 Sample scenes
- 🎥 Matching YouTube tutorials
- 🔧 Fully commented runtime code
- 🔌 Inventory & Crafting adapters
Everything uses the same naming, structure, and terminology.
🧑💻 Who This Is For¶
- Developers comfortable with C#
- Teams needing a reliable currency/economy layer
- Games with shops, crafting, rewards, item flows
- Projects requiring correctness & rollback safety
- Programmers who want clarity and control
Not a visual scripting kit.
Not a UI template.
🚀 Getting Started¶
- Add a SceneCurrencyService
- (Optional) Add a CurrencyServiceBootstrap for caps/audit/idempotency/escrow
- Open the Currency or Economy Teachable Panels
- Test real API behaviour live
- Integrate the systems you need
- Expand with inventory, crafting, or pickups if desired
🧱 Related Modules¶
This SKU works standalone or alongside:
- RevFramework: Inventory, Pickups & Crafting
- RevFramework: Health & Status Effects
- RevFramework Complete
All built with consistent architecture and workflows.