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namespace Babushka.scripts.CSharp.Common.Farming;
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/// <summary>
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/// Holds Information about the current state of the watering can.
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/// Since there is only one watering can, we can track this in one central static class.
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/// </summary>
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public static class WateringCanState
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{
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private static int _fillstate = 0;
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/// <summary>
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/// How many fields can be watered with one filling of the watering can.
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/// </summary>
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public const int MAX_FILLSTATE = 6;
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/// <summary>
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/// The Tool ID of the watering can. Used to identify it amongst other pickup items (and things that can be held by Vesna).
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/// </summary>
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public const int WATERING_CAN_ID = 1;
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/// <summary>
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/// Whether or not the watering can is currently active, i.e. held in hand by Vesna.
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/// Triggers animations and ui.
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/// </summary>
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public static bool Active = false;
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/// <summary>
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/// Resets the fillstate to the max amount.
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/// </summary>
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public static void Fill()
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{
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_fillstate = MAX_FILLSTATE;
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}
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/// <summary>
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/// Called when watering a field. Reduces the current fillstate.
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/// </summary>
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public static void Water()
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{
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if(_fillstate > 0)
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_fillstate--;
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}
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/// <summary>
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/// Resets the watering can. Equivalent to "Empty" state.
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/// </summary>
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public static void Reset()
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{
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_fillstate = 0;
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}
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/// <summary>
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/// Returns the current fill state of the watering can.
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/// </summary>
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/// <returns></returns>
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public static int GetFillState()
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{
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return _fillstate;
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}
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/// <summary>
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/// Sets the Active state of the watering can, i.e. if it is currently in hand and if the ui should be active.
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/// </summary>
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/// <param name="active"></param>
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public static void SetActive(bool active)
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{
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Active = active;
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}
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}
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