Removed all outside connection to and from the Vesna prefabs
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@@ -8,11 +8,11 @@ public partial class FarmingControls2D : Node2D
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{
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[Export] private VariableResource _sceneKeyProvider;
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[Export] private Node2D _movingPlayer;
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[Export] private Camera2D _camera;
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//[Export] private Camera2D _camera; // can be replaced with GetViewport().GetCamera2D()
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[Export] private float _wateringCanParticlesVerticalOffset = 50f;
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[Export] private Vector2I _fieldOffsetVector = new Vector2I(735, 651);
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[Export] private Node2D _fieldParent;
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//[Export] private Node2D _fieldParent; // never used
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private int _toolId = -1;
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private bool _wateringCanFilled = false;
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@@ -51,7 +51,8 @@ public partial class FarmingControls2D : Node2D
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private Vector2I GetAdjustedMousePosition()
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{
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Vector2 mousePosition = _camera.GetGlobalMousePosition();
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var camera = GetViewport().GetCamera2D();
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Vector2 mousePosition = camera.GetGlobalMousePosition();
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Vector2I mousePositionInteger = (Vector2I) mousePosition;
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Vector2I adjustedPosition = AdjustValue(mousePositionInteger, _fieldOffsetVector);
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return adjustedPosition;
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@@ -6,7 +6,7 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public partial class VesnaBehaviour2D : Node
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public partial class VesnaBehaviour2D : Node2D // EntityNode
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{
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[ExportGroup("Farming")]
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[Export] private FarmingControls2D _farmingControls;
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@@ -39,11 +39,11 @@ public partial class VesnaBehaviour2D : Node
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/// Called when picking up an item.
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/// Makes sure that item animations are also updated when they are occupying a currently empty spot.
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/// </summary>
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public void HandlePickUp()
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{
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//Calls the same event handler as the inventory to ensure the currently selected item is updated in the animation.
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HandleInventorySelectedSlotIndexChanged(0);
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}
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//public void HandlePickUp()
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//{
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// //Calls the same event handler as the inventory to ensure the currently selected item is updated in the animation.
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// HandleInventorySelectedSlotIndexChanged(0);
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//}
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private void HandleInventorySelectedSlotIndexChanged(int newIndex = 0)
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{
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