Fixed farming (the way it was before)

This commit is contained in:
2025-07-17 20:44:28 +02:00
parent 5affc48dc5
commit d2c7302ab2
9 changed files with 86 additions and 53 deletions
@@ -42,6 +42,7 @@ public partial class InteractionArea2D : Node2D
_label.Hide();
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
GD.Print("Interacted with: " + this.Name);
}
}
@@ -27,10 +27,11 @@ public partial class PlantBehaviour2D : Node2D
[Export] private FieldBehaviour2D _field;
[Export] private ItemOnGround2D _harvestablePlant;
[Export] private CpuParticles2D _magicEffect;
[Export] private bool _magicWordNeeded = true;
private string _magicWordDialogicEventName = "MagicWord";
private Sprite2D _currentPlantSprite = null;
private bool _magicWordSaid;
private bool _magicWordSaid = false;
/// <summary>
@@ -38,7 +39,7 @@ public partial class PlantBehaviour2D : Node2D
/// </summary>
public void Grow()
{
if (_field.FieldState != FieldState.Watered || !_magicWordSaid)
if (_field.FieldState != FieldState.Watered || _magicWordSaid != _magicWordNeeded)
return;
GD.Print("Trying to grow something here.");
@@ -6,9 +6,9 @@ public partial class ItemOnGround2D : Node
{
private ItemInstance _itemInstance;
[Export] public bool IsActive = true;
[Export] private bool _infiniteSupply = false;
[Export] private int _finiteSupply = 1;
[Export] public bool IsActive = true;
private int pickUpCounter = 0;