🐛 planting seeds works again
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@@ -33,7 +33,6 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
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[ExportGroup("Field Interactions")]
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[Export] public InteractionArea2D PlantingInteraction;
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[Export] public InteractionArea2D FieldInteractionArea;
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[ExportGroup("Configuration")]
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[Export] public Node2D PlantingPlaceholder;
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@@ -61,7 +60,7 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
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// fieldstate == tilled && watering can ausgewählt
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_canWater = (FieldState == FieldState.Tilled || FieldState == FieldState.Planted) && _wateringCanActive;
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FieldInteractionArea.IsActive = _canPlant || _canWater;
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PlantingInteraction.IsActive = _canPlant || _canWater;
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}
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public void ActivatedSeedInInventory(bool activated)
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@@ -100,21 +99,25 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
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case FieldState.Empty:
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FieldState = FieldState.Empty;
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PlantingInteraction.IsActive = false;
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PlantingInteraction.ProcessMode = ProcessModeEnum.Disabled;
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break;
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case FieldState.Tilled:
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FieldState = FieldState.Tilled;
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_fieldSprite.Texture = Tilled;
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PlantingInteraction.IsActive = true;
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PlantingInteraction.ProcessMode = ProcessModeEnum.Inherit;
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break;
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case FieldState.Watered:
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FieldState = FieldState.Watered;
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_fieldSprite.Texture = Watered;
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PlantingInteraction.IsActive = true;
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PlantingInteraction.ProcessMode = ProcessModeEnum.Inherit;
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break;
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case FieldState.Planted:
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FieldState = FieldState.Planted;
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_fieldSprite.Texture = Tilled;
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PlantingInteraction.IsActive = false;
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PlantingInteraction.ProcessMode = ProcessModeEnum.Disabled;
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break;
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default:
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FieldState = FieldState.NotFound;
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