🚧 farming rework part 2: you can now kinda "create" fields

This commit is contained in:
2025-11-11 16:39:47 +01:00
parent 4705d1ee2f
commit 554a319428
4 changed files with 147 additions and 2 deletions
@@ -0,0 +1,27 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class FieldActivator : Node
{
[Export] private Node2D _field;
private bool _activated = false;
private bool _rakeInHand;
public void ActivateField()
{
if (!_activated && _rakeInHand)
{
GD.Print("Tryina activate this field right here....");
_field.Visible = true;
_activated = true;
}
}
public void RakeActivated(bool activated)
{
_rakeInHand = activated;
}
}
@@ -0,0 +1 @@
uid://dlbjjgbs0n4b0