Diversified field shapes
This commit is contained in:
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using Babushka.scripts.CSharp.Common.CharacterControls;
|
||||
using Godot;
|
||||
|
||||
@@ -15,6 +16,9 @@ public enum FieldState
|
||||
[GlobalClass]
|
||||
public partial class FieldBehaviour2D : Sprite2D
|
||||
{
|
||||
[Export] private Sprite2D _fieldSprite;
|
||||
[Export] private Sprite2D _maskSprite;
|
||||
[Export] private Texture2D[] _maskTexture;
|
||||
[Export] private Texture2D Tilled;
|
||||
[Export] private Texture2D Watered;
|
||||
[Export] public FieldState FieldState = FieldState.Tilled;
|
||||
@@ -25,6 +29,8 @@ public partial class FieldBehaviour2D : Sprite2D
|
||||
public override void _Ready()
|
||||
{
|
||||
UpdateFieldState(FieldState);
|
||||
int randomIndex = new Random().Next(0, _maskTexture.Length);
|
||||
_maskSprite.Texture = _maskTexture[randomIndex];
|
||||
base._Ready();
|
||||
}
|
||||
|
||||
@@ -37,12 +43,12 @@ public partial class FieldBehaviour2D : Sprite2D
|
||||
break;
|
||||
case FieldState.Tilled:
|
||||
FieldState = FieldState.Tilled;
|
||||
Texture = Tilled;
|
||||
_fieldSprite.Texture = Tilled;
|
||||
_growingCollider.Visible = false;
|
||||
break;
|
||||
case FieldState.Watered:
|
||||
FieldState = FieldState.Watered;
|
||||
Texture = Watered;
|
||||
_fieldSprite.Texture = Watered;
|
||||
_growingCollider.Visible = true;
|
||||
break;
|
||||
case FieldState.Planted:
|
||||
@@ -58,7 +64,7 @@ public partial class FieldBehaviour2D : Sprite2D
|
||||
public void Water()
|
||||
{
|
||||
FieldState = FieldState.Watered;
|
||||
Texture = Watered;
|
||||
_fieldSprite.Texture = Watered;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -69,7 +75,7 @@ public partial class FieldBehaviour2D : Sprite2D
|
||||
switch (FieldState)
|
||||
{
|
||||
case FieldState.Empty:
|
||||
Texture = Tilled;
|
||||
_fieldSprite.Texture = Tilled;
|
||||
FieldState = FieldState.Tilled;
|
||||
break;
|
||||
case FieldState.Watered:
|
||||
|
||||
Reference in New Issue
Block a user