added farming animation mechanic

remotes/checkIfPRContentChanged-1749884192368007736/inventory
kziolkowski 8 months ago
parent ad070514d7
commit fa7cc66748

@ -1581,7 +1581,7 @@ animations = [{
}],
"loop": true,
"name": &"diagonal farming",
"speed": 10.0
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
@ -3502,7 +3502,7 @@ y_sort_enabled = true
script = ExtResource("1_yl84k")
_farmingControls = NodePath("FarmingControls")
[node name="CharacterBody2D" type="CharacterBody2D" parent="." node_paths=PackedStringArray("_sprite")]
[node name="CharacterBody2D" type="CharacterBody2D" parent="." node_paths=PackedStringArray("_sprite") groups=["PlantGrowing"]]
position = Vector2(0, 374)
collision_layer = 4
collision_mask = 3
@ -3523,9 +3523,8 @@ position = Vector2(0, -374)
[node name="Animated Sprites" type="AnimatedSprite2D" parent="CharacterBody2D/visuals"]
position = Vector2(0, 450)
sprite_frames = SubResource("SpriteFrames_4yiyq")
animation = &"side pickup"
frame = 6
frame_progress = 0.00476268
animation = &"diagonal farming"
frame_progress = 0.503028
offset = Vector2(0, -450)
[node name="Hoe" type="Sprite2D" parent="CharacterBody2D/visuals"]

@ -91,6 +91,10 @@ folder_colors={
"res://shader/": "pink"
}
[global_group]
PlantGrowing=""
[input]
move_left={

@ -1,4 +1,4 @@
using System.Threading;
using System.Threading.Tasks;
using Godot;
@ -8,6 +8,7 @@ public partial class Player2D : CharacterBody2D
{
[Export] private float _speed = 100f;
[Export] private AnimatedSprite2D _sprite;
[Export] private SceneTree.GroupCallFlags _fieldFlags;
// -1 means no tool.
private int _toolID = -1;
@ -15,13 +16,14 @@ public partial class Player2D : CharacterBody2D
private bool anyActionPressed;
private bool _wateringInProgress;
private bool _pickupAnimationInProgress;
private bool _farmingAnimationInProgress;
private Vector2 _lastDirection = Vector2.Zero;
public override void _Process(double delta)
{
anyActionPressed = false;
if (_pickupAnimationInProgress || _wateringInProgress)
if (_pickupAnimationInProgress || _wateringInProgress || _farmingAnimationInProgress)
return;
if (Input.IsActionPressed("move_right"))
@ -115,6 +117,9 @@ public partial class Player2D : CharacterBody2D
}
}
/// <summary>
/// Called by FarmingControls Signal.
/// </summary>
public void PlayWateringAnimation()
{
if (_toolID == 1 && !_wateringInProgress)
@ -146,4 +151,18 @@ public partial class Player2D : CharacterBody2D
_pickupAnimationInProgress = false;
}
public void PlayFarmingAnimation()
{
_sprite.Animation = "diagonal farming";
_sprite.Play();
_farmingAnimationInProgress = true;
Task.Run(DelayedFarmingReset);
}
private async Task DelayedFarmingReset()
{
await Task.Delay(1000);
_farmingAnimationInProgress = false;
}
}

@ -1,4 +1,5 @@
using System;
using Babushka.scripts.CSharp.Common.CharacterControls;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
@ -14,9 +15,10 @@ public partial class PlantBehaviour2D : Node2D
[Export] private Sprite2D[] _readyPlants;
[Export] private PlantState _state = PlantState.None;
[Export] private FieldBehaviour2D _field;
private Sprite2D _currentPlantSprite = null;
/// <summary>
/// Transitions the plant to its next growth stage.
/// </summary>
@ -25,6 +27,8 @@ public partial class PlantBehaviour2D : Node2D
if (_field.FieldState != FieldState.Watered)
return;
GetTree().CallGroup("PlantGrowing", Player2D.MethodName.PlayFarmingAnimation);
switch (_state)
{
case PlantState.None:
@ -58,7 +62,7 @@ public partial class PlantBehaviour2D : Node2D
default:
break;
}
_field.UpdateFieldState(FieldState.Tilled);
}

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