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interactable
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66
Assets/Scripts/Field/Field.cs
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66
Assets/Scripts/Field/Field.cs
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using UnityEngine;
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public enum FieldState
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{
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EMPTY,
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DEAD,
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GROWING,
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HARVESTABLE,
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}
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public class Field : Building
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{
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public Crop crop;
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public SpriteRenderer currentCropSpriteRenderer;
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public int daysSincePlanted;
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public bool isWatered = false;
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public FieldState state = FieldState.EMPTY;
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private void Start()
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{
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TimeManager.OnDayChanged += AddDay;
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}
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private void SetSprite(Sprite sprite)
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{
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if (currentCropSpriteRenderer)
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{
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currentCropSpriteRenderer.sprite = sprite;
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currentCropSpriteRenderer.drawMode = SpriteDrawMode.Tiled;
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currentCropSpriteRenderer.size = new Vector2(10, 10); // TODO: Make this dynamic
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}
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}
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private void AddDay()
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{
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if (crop && isPlaced && state != FieldState.DEAD)
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{
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if (!isWatered)
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state = FieldState.DEAD;
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else
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{
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daysSincePlanted++;
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SetSprite(crop.sprites[daysSincePlanted]);
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}
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}
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}
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public void Plant(Crop newCrop)
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{
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daysSincePlanted = 0;
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state = FieldState.GROWING;
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crop = newCrop;
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SetSprite(crop.sprites[0]);
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}
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public override void OnPlace()
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{
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Plant(null);
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}
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}
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