planting, growing and watering a little less dependent than before
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@@ -39,7 +39,7 @@ public partial class FieldBehaviour2D : Sprite2D
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case FieldState.Tilled:
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FieldState = FieldState.Tilled;
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_fieldSprite.Texture = Tilled;
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PlantingInteraction.IsActive = false;
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PlantingInteraction.IsActive = true;
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break;
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case FieldState.Watered:
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FieldState = FieldState.Watered;
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@@ -68,12 +68,9 @@ public partial class FieldBehaviour2D : Sprite2D
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/// </summary>
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public void Farm()
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{
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if (FieldState == FieldState.Watered)
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if (TryPlant())
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{
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if (TryPlant())
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{
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UpdateFieldState(FieldState.Planted);
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}
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UpdateFieldState(FieldState.Planted);
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}
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}
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@@ -100,7 +97,6 @@ public partial class FieldBehaviour2D : Sprite2D
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if (plantBehaviour != null)
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{
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plantBehaviour.Field = this;
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plantBehaviour.Grow();
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}
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success = true;
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@@ -34,6 +34,13 @@ public partial class PlantBehaviour2D : Node2D
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get => _field;
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set => _field = value;
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}
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public override void _Ready()
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{
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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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}
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/// <summary>
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@@ -45,8 +52,6 @@ public partial class PlantBehaviour2D : Node2D
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return;
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GetTree().CallGroup("PlantGrowing", VesnaAnimations.MethodName.PlayFarmingAnimation);
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// todo:
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// find out why the last plant stage is being skipped the second time around
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switch (_state)
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{
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case PlantState.None:
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