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@ -1,5 +1,6 @@
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using System.Threading.Tasks;
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using Babushka.scripts.CSharp.Common.Inventory;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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@ -9,6 +10,8 @@ public partial class Player2D : CharacterBody2D
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[Export] private float _speed = 100f;
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[Export] private AnimatedSprite2D _sprite;
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[Export] private SceneTree.GroupCallFlags _fieldFlags;
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[Export] private ItemResource _hoe;
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[Export] private ItemResource _wateringCan;
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// -1 means no tool.
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private int _toolID = -1;
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@ -18,6 +21,47 @@ public partial class Player2D : CharacterBody2D
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private bool _pickupAnimationInProgress;
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private bool _farmingAnimationInProgress;
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private Vector2 _lastDirection = Vector2.Zero;
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private InventoryManager _inventoryManager;
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private InventoryInstance _inventoryInstance;
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public override void _Ready()
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{
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_inventoryManager = InventoryManager.Instance;
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_inventoryInstance = _inventoryManager.playerInventory;
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_inventoryManager.SlotIndexChanged += HandleInventorySelectedSlotIndexChanged;
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_inventoryInstance.InventoryContentsChanged += HandleNewItemInInventory;
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}
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private void HandleNewItemInInventory()
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{
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// for future Kathi: this does not, in fact, check if an item has been added only, but triggers on every content change!
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PlayPickUpAnimation();
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}
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private void HandleInventorySelectedSlotIndexChanged(int newIndex)
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{
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InventorySlot currentSlot = InventoryManager.Instance.GetCurrentSelectedSlot();
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ItemInstance? currentItem = currentSlot.itemInstance;
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if (currentItem == null)
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return;
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if (currentItem.blueprint == _hoe)
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{
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ActivateTool(true, 0);
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return;
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}
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if (currentItem.blueprint == _wateringCan)
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{
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ActivateTool(true, 1);
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return;
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}
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ActivateTool(false, 0);
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ActivateTool(false, 1);
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}
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public override void _Process(double delta)
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{
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@ -99,7 +143,6 @@ public partial class Player2D : CharacterBody2D
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if (success)
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{
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_toolID = id;
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PlayPickUpAnimation();
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}
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else _toolID = -1;
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