folder refactoring, plant_base adjustments

This commit is contained in:
2025-04-06 18:46:59 +02:00
parent d144f5c0c4
commit a9b1c179cd
32 changed files with 205 additions and 53 deletions
@@ -1,6 +1,6 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
namespace Babushka.scripts.CSharp.Common.Camera;
public partial class CameraController : Camera2D
{
@@ -0,0 +1 @@
uid://bqomwxclsbhd3
@@ -1,6 +1,6 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
namespace Babushka.scripts.CSharp.Common.Camera;
public partial class CameraPivot : Node3D
{
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uid://r5tahuqvbucy
@@ -1,6 +1,6 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class InteractionArea : Node3D
{
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@@ -1,6 +1,6 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class Player2D : Node2D
{
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@@ -1,6 +1,6 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class Player3D : CharacterBody3D
{
@@ -13,8 +13,6 @@ public partial class Player3D : CharacterBody3D
public override void _PhysicsProcess(double delta)
{
if (!IsOnFloor()) Velocity += Vector3.Down * (float) delta;
var inputDir = Input.GetVector("move_left", "move_right", "move_up", "move_down");
if (inputDir == Vector2.Zero)
return;
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@@ -0,0 +1,8 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class FarmingControls : Node3D
{
}
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@@ -1,6 +1,6 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
namespace Babushka.scripts.CSharp.Common.Farming;
public enum FieldState
{
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@@ -1,7 +1,7 @@
using System;
using Godot;
namespace Babushka.scripts.CSharp.Common;
namespace Babushka.scripts.CSharp.Common.Farming;
public enum PlantState
{
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+36
View File
@@ -0,0 +1,36 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
/// <summary>
/// Switches between two Sprite Options.
/// </summary>
public partial class SpriteSwitcher : Node3D
{
[Export] private Sprite3D _TrueSprite;
[Export] private Sprite3D _FalseSprite;
[Export] private bool _state = true;
public override void _Ready()
{
SetState();
}
public void SwitchState()
{
_state = !_state;
SetState();
}
private void SetState()
{
if (_state)
{
_TrueSprite.Visible = true;
}
else
{
_FalseSprite.Visible = false;
}
}
}
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