using UnityEngine; public enum FieldState { EMPTY, DEAD, GROWING, HARVESTABLE, } public class Field : Building { public Crop TESTCROP; public Crop crop; public SpriteRenderer currentCropSprite; public int daysSincePlanted; public bool isWatered = false; public FieldState state = FieldState.EMPTY; private void Start() { TimeManager.OnDayChanged += AddDay; //! DEBUG OnPlace(); } private void AddDay() { if (crop && isPlaced && state != FieldState.DEAD) { if (!isWatered) state = FieldState.DEAD; else { daysSincePlanted++; currentCropSprite.sprite = crop.sprites[daysSincePlanted]; } } } public void Plant(Crop newCrop) { daysSincePlanted = 0; state = FieldState.GROWING; crop = newCrop; } public override void OnPlace() { daysSincePlanted = 0; state = FieldState.GROWING; Plant(TESTCROP); } }