🚧 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
@@ -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()