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Babushka/scripts/CSharp/Common/Farming/FieldBehaviour2D.cs
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using System;
using Babushka.scripts.CSharp.Common.CharacterControls;
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using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FieldBehaviour2D : Sprite2D
{
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[Export] private Sprite2D _fieldSprite;
[Export] private Sprite2D _maskSprite;
[Export] private Texture2D[] _maskTexture;
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[Export] private Texture2D Tilled;
[Export] private Texture2D Watered;
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[Export] public FieldState FieldState = FieldState.Tilled;
[Export] private InteractionArea2D _growingCollider;
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public Vector2 FieldPosition;
public override void _Ready()
{
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UpdateFieldState(FieldState);
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int randomIndex = new Random().Next(0, _maskTexture.Length);
_maskSprite.Texture = _maskTexture[randomIndex];
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base._Ready();
}
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public void UpdateFieldState(FieldState state)
{
switch (state)
{
case FieldState.Empty:
FieldState = FieldState.Empty;
break;
case FieldState.Tilled:
FieldState = FieldState.Tilled;
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_fieldSprite.Texture = Tilled;
_growingCollider.Visible = false;
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break;
case FieldState.Watered:
FieldState = FieldState.Watered;
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_fieldSprite.Texture = Watered;
_growingCollider.Visible = true;
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break;
case FieldState.Planted:
FieldState = FieldState.Planted;
break;
default:
FieldState = FieldState.NotFound;
break;
}
}
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public void Water()
{
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UpdateFieldState(FieldState.Watered);
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}
/// <summary>
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/// Called when the player enters the field's interaction area and presses <E>.
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/// </summary>
public void Farm()
{
switch (FieldState)
{
case FieldState.Empty:
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_fieldSprite.Texture = Tilled;
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FieldState = FieldState.Tilled;
break;
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case FieldState.Watered:
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FieldState = FieldState.Planted;
break;
case FieldState.Planted:
break;
default:
break;
}
}
}