Project cleanup: Removed 3D scripts and scenes from project. Also renamed and moved some minor stuff.
This commit is contained in:
@@ -1,107 +0,0 @@
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Godot;
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using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.Farming;
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[GlobalClass]
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public partial class FarmingControls : Node3D
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{
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[Export] private Sprite3D _hoeSprite;
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[Export] private Sprite3D _wateringCanSprite;
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[Export] private PackedScene _fieldPrefab;
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[Export] private Node3D _movingPlayer;
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[Export] private Camera3D _camera;
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public FieldService FieldParent;
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private bool _hoeInHand = false;
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private bool _waterCanInHand = false;
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#region Tools
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public bool ActivateHoe(bool activate)
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{
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bool success = ActivateTool(activate, _hoeSprite);
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_hoeInHand = success;
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return success;
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}
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public bool ActivateWateringCan(bool activate)
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{
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bool success = ActivateTool(activate, _wateringCanSprite);
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_waterCanInHand = success;
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return success;
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}
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private bool ActivateTool(bool activate, Sprite3D tool)
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{
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tool.Visible = !activate;
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return !activate;
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}
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#endregion
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public override void _Input(InputEvent @event)
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{
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Vector2 mousePosition = GetViewport().GetMousePosition();
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var dropPlane = new Plane(new Vector3(0, 0, 10), 10);
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Vector3? position3D = dropPlane.IntersectsRay(_camera.ProjectRayOrigin(mousePosition),
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_camera.ProjectRayNormal(mousePosition));
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if (position3D.HasValue)
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{
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Vector2I adjustedPosition = new Vector2I(AdjustValue(position3D.Value.X), AdjustValue(position3D.Value.Y));
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if (@event.IsActionPressed("click") && _hoeInHand)
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{
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MakeField(adjustedPosition);
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}
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if (@event.IsActionPressed("click") && _waterCanInHand)
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{
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WaterTheField(adjustedPosition);
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}
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}
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}
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private void WaterTheField(Vector2I fieldPosition)
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{
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FieldBehaviour field = FieldParent.Get(fieldPosition);
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if (field == null)
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return;
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field.Water();
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}
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private void MakeField(Vector2I fieldPosition)
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{
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if(FieldParent == null || _fieldPrefab == null)
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return;
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// only instantiate a field if there isn't one already.
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if(FieldParent.Get(fieldPosition) == null)
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{
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Node fieldInstance = _fieldPrefab.Instantiate();
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if (fieldInstance is Node3D field3d)
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{
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// add dictionary entry for the field
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Array<Node> fields = field3d.FindChildren("*", nameof(FieldBehaviour));
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if (fields.Count > 0)
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FieldParent.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour);
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// reposition and reparent the instance
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field3d.Position = new Vector3(fieldPosition.X, 0.1f, fieldPosition.Y * -1);;
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FieldParent.AddChild(fieldInstance);
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}
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}
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}
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private int AdjustValue(float value)
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{
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return (int) Mathf.Floor(value);
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}
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}
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@@ -1 +0,0 @@
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uid://b1sscdr4ptec8
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@@ -1,59 +0,0 @@
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using System.Diagnostics;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming
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{
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public enum FieldState
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{
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Empty = 0,
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Tilled = 1,
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Planted = 2,
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Watered = 3,
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NotFound = 99
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}
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[GlobalClass]
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public partial class FieldBehaviour : Sprite3D
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{
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[Export] private Texture2D Tilled;
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[Export] private Texture2D Watered;
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[Export] public FieldState FieldState = FieldState.Empty;
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public Vector2 FieldPosition;
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public override void _Ready()
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{
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Texture = Tilled;
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base._Ready();
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}
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public void Water()
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{
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FieldState = FieldState.Watered;
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Texture = Watered;
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}
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/// <summary>
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/// Called when the player enters the field'S interaction area and presses <E>.
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/// </summary>
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public void Farm()
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{
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switch (FieldState)
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{
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case FieldState.Empty:
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Texture = Tilled;
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FieldState = FieldState.Tilled;
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break;
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case FieldState.Tilled:
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FieldState = FieldState.Planted;
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break;
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case FieldState.Planted:
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break;
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default:
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break;
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}
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}
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}
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}
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@@ -1 +0,0 @@
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uid://histmmyi1wr
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@@ -2,6 +2,15 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public enum FieldState
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{
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Empty = 0,
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Tilled = 1,
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Planted = 2,
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Watered = 3,
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NotFound = 99
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}
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[GlobalClass]
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public partial class FieldBehaviour2D : Sprite2D
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{
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@@ -1,56 +0,0 @@
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using System.Diagnostics;
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using Godot;
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using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.Farming;
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[GlobalClass]
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public partial class FieldService : Node3D
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{
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[Export] private Dictionary<Vector2I, FieldBehaviour> fields = new Dictionary<Vector2I, FieldBehaviour>();
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//Create
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public bool TryAddEntry(Vector2I key, FieldBehaviour field)
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{
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if (!fields.ContainsKey(key))
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{
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fields.Add(key, field);
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return true;
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}
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return false;
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}
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// Read
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public FieldBehaviour Get(Vector2I key)
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{
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if (fields.TryGetValue(key, out FieldBehaviour field))
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return field;
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return field;
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return null;
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}
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//Update
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public void UpdateEntry(Vector2I fieldPosition, FieldBehaviour state)
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{
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if (fields.ContainsKey(fieldPosition))
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{
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fields[fieldPosition] = state;
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}
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else
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{
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TryAddEntry(fieldPosition, state);
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}
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}
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//Delete
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public void RemoveEntry(Vector2I fieldPosition)
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{
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if (fields.ContainsKey(fieldPosition))
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{
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fields.Remove(fieldPosition);
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}
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}
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}
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@@ -1 +0,0 @@
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uid://c6hh7m8wikv04
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@@ -1,68 +0,0 @@
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using System;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public enum PlantState
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{
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None = 0,
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Planted = 1,
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SmallPlant = 2,
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BigPlant = 3,
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Ready = 4
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}
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public partial class PlantBehaviour : Node3D
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{
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[Export] private Sprite3D[] _seeds;
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[Export] private Sprite3D[] _smallPlants;
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[Export] private Sprite3D[] _bigPlants;
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[Export] private Sprite3D[] _readyPlants;
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[Export] private PlantState _state = PlantState.None;
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private Sprite3D _currentPlantSprite = null;
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public void Grow()
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{
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switch (_state)
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{
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case PlantState.None:
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_state = PlantState.Planted;
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_currentPlantSprite = GetRandomSprite(_seeds);
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_currentPlantSprite.Visible = true;
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break;
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case PlantState.Planted:
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_state = PlantState.SmallPlant;
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_currentPlantSprite.Visible = false;
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_currentPlantSprite = GetRandomSprite(_smallPlants);
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_currentPlantSprite.Visible = true;
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break;
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case PlantState.SmallPlant:
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_state = PlantState.BigPlant;
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_currentPlantSprite.Visible = false;
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_currentPlantSprite = GetRandomSprite(_bigPlants);
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_currentPlantSprite.Visible = true;
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break;
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case PlantState.BigPlant:
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_state = PlantState.Ready;
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_currentPlantSprite.Visible = false;
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_currentPlantSprite = GetRandomSprite(_readyPlants);
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_currentPlantSprite.Visible = true;
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break;
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case PlantState.Ready:
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_state = PlantState.None;
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_currentPlantSprite.Visible = false;
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_currentPlantSprite = null;
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break;
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default:
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break;
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}
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}
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private Sprite3D GetRandomSprite(Sprite3D[] sprites)
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{
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Random rand = new Random();
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return sprites[rand.Next(sprites.Length)];
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}
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}
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@@ -1 +0,0 @@
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uid://yfnjmuuxs3oq
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@@ -5,6 +5,15 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.Farming;
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public enum PlantState
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{
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None = 0,
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Planted = 1,
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SmallPlant = 2,
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BigPlant = 3,
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Ready = 4
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}
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/// <summary>
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/// Determines the behaviour of a plant in Babushka.
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/// </summary>
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