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Babushka/scripts/CSharp/Common/Farming/FarmingControls2D.cs

98 lines
2.7 KiB

using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
[GlobalClass]
public partial class FarmingControls2D : Node2D
{
[Export] private Sprite2D _hoeSprite;
[Export] private Sprite2D _wateringCanSprite;
[Export] private PackedScene _fieldPrefab;
[Export] private Node2D _movingPlayer;
[Export] private Camera2D _camera;
public FieldService2D FieldParent;
private int _toolId = -1;
#region Tools
public bool ActivateTool(bool activate, int toolId)
{
if(_toolId < 0)
return false;
switch (toolId)
{
case 0:
_hoeSprite.Visible = activate;
break;
case 1:
_wateringCanSprite.Visible = activate;
break;
default:
_toolId = -1;
break;
}
_toolId = toolId;
return !activate;
}
#endregion
public override void _Input(InputEvent @event)
{
Vector2 mousePosition = GetViewport().GetMousePosition();
Vector2I adjustedPosition = new Vector2I(AdjustValue(mousePosition.X), AdjustValue(mousePosition.Y));
if (@event.IsActionPressed("click") && _toolId == 0)
{
MakeField(adjustedPosition);
}
if (@event.IsActionPressed("click") && _toolId == 1)
{
WaterTheField(adjustedPosition);
}
}
private void WaterTheField(Vector2I fieldPosition)
{
FieldBehaviour2D field = FieldParent.Get(fieldPosition);
if (field == null)
return;
field.Water();
}
private void MakeField(Vector2I fieldPosition)
{
if(FieldParent == null || _fieldPrefab == null)
return;
// only instantiate a field if there isn't one already.
if(FieldParent.Get(fieldPosition) == null)
{
Node fieldInstance = _fieldPrefab.Instantiate();
if (fieldInstance is Node2D field2d)
{
// add dictionary entry for the field
Array<Node> fields = field2d.FindChildren("*", nameof(FieldBehaviour2D));
if (fields.Count > 0)
FieldParent.TryAddEntry(fieldPosition, fields[0] as FieldBehaviour2D);
// reposition and reparent the instance
field2d.Position = new Vector2(fieldPosition.X, fieldPosition.Y);;
FieldParent.AddChild(fieldInstance);
}
}
}
private int AdjustValue(float value)
{
return (int) Mathf.Floor(value);
}
}