🐛 fixed never more than 10 fields bug

This commit is contained in:
2025-11-07 18:18:05 +01:00
parent 1d7f656ec4
commit 6a2355cf97
6 changed files with 36 additions and 89 deletions
@@ -1,3 +1,4 @@
using System;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
@@ -17,7 +18,7 @@ public partial class FarmingControls2D : Node2D
private int _toolId = -1;
private bool _wateringCanFilled = false;
private bool _canCreateFields = false;
[Signal] public delegate void WateringFieldEventHandler();
@@ -60,14 +61,12 @@ public partial class FarmingControls2D : Node2D
if (_toolId == WateringCanState.WATERING_CAN_ID
&& WateringCanState.GetFillState() > 0)
{
GD.Print("Trying to use the watering can.");
Vector2I adjustedPosition = GetAdjustedMousePosition();
WaterTheField(adjustedPosition);
}
if (_toolId == 0)
if (_canCreateFields && _toolId == 0)
{
GD.Print("Trying to create a field.");
Vector2I adjustedPosition = GetAdjustedMousePosition();
MakeField(adjustedPosition);
}
@@ -82,43 +81,19 @@ public partial class FarmingControls2D : Node2D
return adjustedPosition;
}
/// <summary>
/// Called by the allowed farming area collision area 2d.
/// </summary>
/// <param name="node"></param>
/// <param name="inputEvent"></param>
/// <param name="shapeIndex"></param>
public void InputEventPressedOn(Node node, InputEvent inputEvent, int shapeIndex)
private Vector2I AdjustValue(Vector2I input, Vector2I step)
{
// Bug is here: Whenever I use the collider to limit the farming area, Godot crashes after 10 fields.
/*
GD.Print($"Input event registered on {node.Name} as {inputEvent.GetType().Name}.");
if (!inputEvent.IsPressed())
{
return;
}
return input.Snapped(step);
}
public void CanCreateFields()
{
_canCreateFields = true;
}
if (!inputEvent.IsActionPressed("click"))
return;
if (inputEvent is InputEventMouseButton inputEventMouseButton)
{
if (!inputEventMouseButton.Pressed)
{
return;
}
}
else
{
return;
}
if (_toolId == 0)
{
Vector2I adjustedPosition = GetAdjustedMousePosition();
MakeField(adjustedPosition);
}
*/
public void CannotCreateFields()
{
_canCreateFields = false;
}
#region WATERING
@@ -135,14 +110,12 @@ public partial class FarmingControls2D : Node2D
FieldBehaviour2D? field = FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), fieldPosition);
if (field == null || field.FieldState == FieldState.Watered)
{
GD.Print($"The field at position {fieldPosition} is null!");
return;
}
field.Water();
_wateringParticles.GlobalPosition = new Vector2(field.GlobalPosition.X, field.GlobalPosition.Y + _wateringCanParticlesVerticalOffset);
WateringCanState.Water();
GD.Print($"Watered the field at {fieldPosition}.");
EmitSignal(SignalName.WateringField);
}
@@ -163,20 +136,20 @@ public partial class FarmingControls2D : Node2D
// add dictionary entry for the field
Array<Node> fields = field2d.FindChildren("*", nameof(FieldBehaviour2D));
if (fields.Count > 0)
{
FieldService.Instance.TryAddEntry(_sceneKeyProvider.Payload.AsString(), fieldPosition, fields[0] as FieldBehaviour2D);
}
// reposition and reparent the instance
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);;
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);
FieldService.Instance.AddChild(fieldInstance);
EmitSignal(SignalName.FieldCreated);
}
}
}
private Vector2I AdjustValue(Vector2I input, Vector2I step)
{
return input.Snapped(step);
}
#endregion
}