folder refactoring, plant_base adjustments
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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namespace Babushka.scripts.CSharp.Common.Camera;
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public partial class CameraController : Camera2D
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{
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uid://bqomwxclsbhd3
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@@ -1,6 +1,6 @@
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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namespace Babushka.scripts.CSharp.Common.Camera;
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public partial class CameraPivot : Node3D
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{
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uid://r5tahuqvbucy
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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public partial class InteractionArea : Node3D
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{
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uid://dumwt7lledufm
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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public partial class Player2D : Node2D
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{
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uid://cjbclkxesh3hc
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@@ -1,6 +1,6 @@
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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public partial class Player3D : CharacterBody3D
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{
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@@ -13,8 +13,6 @@ public partial class Player3D : CharacterBody3D
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public override void _PhysicsProcess(double delta)
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{
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if (!IsOnFloor()) Velocity += Vector3.Down * (float) delta;
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var inputDir = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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if (inputDir == Vector2.Zero)
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return;
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uid://b4ugrget2x6lb
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public partial class FarmingControls : Node3D
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{
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}
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uid://b1sscdr4ptec8
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public enum FieldState
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{
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uid://histmmyi1wr
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using System;
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public enum PlantState
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{
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uid://yfnjmuuxs3oq
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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/// <summary>
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/// Switches between two Sprite Options.
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/// </summary>
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public partial class SpriteSwitcher : Node3D
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{
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[Export] private Sprite3D _TrueSprite;
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[Export] private Sprite3D _FalseSprite;
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[Export] private bool _state = true;
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public override void _Ready()
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{
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SetState();
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}
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public void SwitchState()
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{
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_state = !_state;
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SetState();
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}
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private void SetState()
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{
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if (_state)
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{
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_TrueSprite.Visible = true;
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}
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else
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{
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_FalseSprite.Visible = false;
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}
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}
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}
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uid://v34pl0nlp4x
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