Spawning fields works

This commit is contained in:
2025-04-06 23:13:25 +02:00
parent f08f3a7978
commit 45a58f701b
5 changed files with 62 additions and 25 deletions
@@ -5,13 +5,44 @@ namespace Babushka.scripts.CSharp.Common.Farming;
public partial class FarmingControls : Node3D
{
[Export] private Sprite3D _hoeSprite;
[Export] private PackedScene _fieldPrefab;
[Export] private Node _fieldParent;
[Export] private Node3D _movingPlayer;
private bool _hoeInHand = false;
public void ActivateHoe(bool activate)
{
_hoeSprite.Visible = !activate;
_hoeInHand = !activate;
}
public override void _Input(InputEvent @event)
{
if (@event.IsActionPressed("click") && _hoeInHand)
{
MakeField();
}
}
public override void _Notification(int notification)
{
GD.Print("Player global position: " + _movingPlayer.GlobalPosition);
}
private void MakeField()
{
if(_fieldParent == null || _fieldPrefab == null)
return;
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node3D field3d)
{
field3d.Position = _movingPlayer.GlobalPosition;
}
_fieldParent.AddChild(fieldInstance);
}
}
@@ -12,10 +12,15 @@ public enum FieldState
public partial class FieldBehaviour : Sprite3D
{
[Export] private Texture2D Untilled;
[Export] private Texture2D Tilled;
[Export] private Texture3D Watered;
[Export] private FieldState FieldState = FieldState.Empty;
public override void _Ready()
{
Texture = Tilled;
base._Ready();
}
/// <summary>
/// Called when the player enters the field'S interaction area and presses <E>.