Implemented field creation and wateringcan fill up animation
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@@ -15,8 +15,11 @@ public partial class InventoryManager : Node
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get => _currentSelectedSlotIndex;
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set
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{
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_currentSelectedSlotIndex = value;
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EmitSignalSlotIndexChanged(_currentSelectedSlotIndex);
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if (value >= 0 && value <= 8)
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{
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_currentSelectedSlotIndex = value;
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EmitSignalSlotIndexChanged(_currentSelectedSlotIndex);
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}
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}
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}
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@@ -23,8 +23,6 @@ public partial class ItemOnGround : Node3D
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public void TryPickUp()
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{
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GD.Print("Trying to pick up item");
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var result = InventoryManager.Instance.CollectItem(itemInstance.Clone());
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if (result == InventoryActionResult.Success)
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{
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