added farming animation mechanic

This commit is contained in:
2025-05-19 23:49:00 +02:00
parent ad070514d7
commit fa7cc66748
4 changed files with 36 additions and 10 deletions
@@ -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);
}