🚧 watering fields kinda works now

This commit is contained in:
2025-11-11 15:51:15 +01:00
parent d51cc461f7
commit b00b466045
11 changed files with 69 additions and 97 deletions
@@ -8,7 +8,6 @@ namespace Babushka.scripts.CSharp.Common.Animation;
public partial class VesnaAnimations : Node
{
[Export] private AnimatedSprite2D _sprite;
[Export] private CpuParticles2D _wateringParticles;
private bool anyActionPressed;
private string _toolString;
@@ -144,7 +143,6 @@ public partial class VesnaAnimations : Node
_sprite.Animation = "diagonal wateringcan";
_sprite.Play();
InputService.Instance.InputEnabled = false;
_wateringParticles.Emitting = true;
Task.Run(DelayedInputHandlerReset);
}
}
@@ -152,7 +150,6 @@ public partial class VesnaAnimations : Node
private async Task DelayedInputHandlerReset()
{
await Task.Delay(1000);
_wateringParticles.Emitting = false;
InputService.Instance.InputEnabled = true;
}
@@ -11,17 +11,14 @@ public partial class FarmingControls2D : Node2D
[Export] private VariableResource _sceneKeyProvider;
[Export] private Node2D _movingPlayer;
[Export] private Camera2D _camera;
[Export] private CpuParticles2D _wateringParticles;
[Export] private float _wateringCanParticlesVerticalOffset = 50f;
[Export] private Vector2I _fieldOffsetVector = new Vector2I(735, 651);
[Export] private Node2D _fieldParent;
[Export] private VariableResource _cursorOnField;
private int _toolId = -1;
private bool _wateringCanFilled = false;
[Signal] public delegate void WateringFieldEventHandler();
[Signal] public delegate void FieldCreatedEventHandler();
#region Tools
@@ -58,14 +55,6 @@ public partial class FarmingControls2D : Node2D
{
if (@event.IsActionPressed("click"))
{
bool cursorOnField = _cursorOnField.Payload.AsBool();
if (_toolId == WateringCanState.WATERING_CAN_ID
&& WateringCanState.GetFillState() > 0)
{
Vector2I adjustedPosition = GetAdjustedMousePosition();
WaterTheField(adjustedPosition);
}
if ( _toolId == 0)
{
Vector2I adjustedPosition = GetAdjustedMousePosition();
@@ -95,21 +84,6 @@ public partial class FarmingControls2D : Node2D
WateringCanState.Fill();
}
}
private void WaterTheField(Vector2I fieldPosition)
{
int potentialFieldIndex = FieldService.Instance.PositionToIndex(fieldPosition);
FieldBehaviour2D? field = FieldService.Instance.TryGet(_sceneKeyProvider.Payload.AsString(), potentialFieldIndex);
if (field == null || field.FieldState == FieldState.Watered)
{
return;
}
field.Water();
_wateringParticles.GlobalPosition = new Vector2(field.GlobalPosition.X, field.GlobalPosition.Y + _wateringCanParticlesVerticalOffset);
WateringCanState.Water();
EmitSignal(SignalName.WateringField);
}
#endregion
@@ -1,6 +1,7 @@
using System;
using Babushka.scripts.CSharp.Common.CharacterControls;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Low_Code.Events;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
@@ -23,6 +24,8 @@ public partial class FieldBehaviour2D : Sprite2D
[Export] public InteractionArea2D FieldInteractionArea;
[Export] public VariableResource _sceneKeyProvider;
[Export] private VariableNode _fieldIndex;
[Export] private CpuParticles2D _wateringParticles;
[Export] private EventResource _wateringEvent;
public Vector2 FieldPosition;
@@ -30,15 +33,18 @@ public partial class FieldBehaviour2D : Sprite2D
private bool _seedsActive;
private bool _wateringCanActive;
private bool _canPlant;
private bool _canWater;
[Signal] public delegate void PlantedEventHandler();
private void UpdateInteractionArea()
{
// fieldstate == tilled / watered && samen im Inventar
bool canPlant = (FieldState == FieldState.Tilled || FieldState == FieldState.Watered) && _seedsActive;
_canPlant = (FieldState == FieldState.Tilled || FieldState == FieldState.Watered) && _seedsActive;
// fieldstate == tilled && watering can ausgewählt
bool canWater = FieldState == FieldState.Tilled && _wateringCanActive;
FieldInteractionArea.IsActive = canPlant || canWater;
_canWater = FieldState == FieldState.Tilled && _wateringCanActive;
FieldInteractionArea.IsActive = _canPlant || _canWater;
}
public void ActivatedSeedInInventory(bool activated)
@@ -97,6 +103,9 @@ public partial class FieldBehaviour2D : Sprite2D
public void Water()
{
UpdateFieldState(FieldState.Watered);
_wateringParticles.Emitting = true;
WateringCanState.Water();
_wateringEvent.Raise();
}
/// <summary>
@@ -104,11 +113,16 @@ public partial class FieldBehaviour2D : Sprite2D
/// </summary>
public void Farm()
{
if (TryPlant())
if (_canPlant || TryPlant())
{
EmitSignal(SignalName.Planted);
UpdateFieldState(FieldState.Planted);
}
if (_canWater)
{
Water();
}
}
private bool TryPlant()