🐛 added preset fields to main outdoor scene and made them farmable
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@@ -43,7 +43,7 @@ public partial class FieldBehaviour2D : Sprite2D
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// fieldstate == tilled / watered && samen im Inventar
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_canPlant = (FieldState == FieldState.Tilled || FieldState == FieldState.Watered) && _seedsActive;
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// fieldstate == tilled && watering can ausgewählt
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_canWater = FieldState == FieldState.Tilled && _wateringCanActive;
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_canWater = (FieldState == FieldState.Tilled || FieldState == FieldState.Planted) && _wateringCanActive;
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FieldInteractionArea.IsActive = _canPlant || _canWater;
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}
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@@ -116,7 +116,7 @@ public partial class FieldBehaviour2D : Sprite2D
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/// </summary>
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public void Farm()
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{
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if (_canPlant || TryPlant())
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if (_canPlant && TryPlant())
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{
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EmitSignal(SignalName.Planted);
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UpdateFieldState(FieldState.Planted);
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@@ -133,7 +133,7 @@ public partial class FieldBehaviour2D : Sprite2D
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bool success = false;
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int currentSlotIndex = InventoryManager.Instance.CurrentSelectedSlotIndex;
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ItemInstance? item = InventoryManager.Instance.playerInventory.Slots[currentSlotIndex].itemInstance;
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if (item == null || PlantingPlaceholder.GetChildCount() > 0 || item.amount == 0)
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return success;
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@@ -155,7 +155,7 @@ public partial class FieldBehaviour2D : Sprite2D
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InventoryManager.Instance.playerInventory.RemoveItem(currentSlotIndex);
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success = true;
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}
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return success;
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}
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