Beispiel #1
0
    public RiceTerrainTile(uint row, uint col, bool flooded)
    {
        this.row              = row;
        this.col              = col;
        _riceState            = RiceState.NOT_PLANTED;
        selected              = false;
        _daysPlanted          = 0;
        _daysBurning          = 0;
        _hasAlreadyBeenWorked = false;
        _weed = new Weed(this);
        _bHasAppliedHerbicide = false;
        _bHasAppliedFangueig  = false;
        _isBurningRostoll     = false;

        _tutMan = GameObject.FindGameObjectWithTag("Tutorial").GetComponent <TutorialManager> ();
        GameObject.FindGameObjectWithTag("Logic").GetComponent <TimeManager> ().addListerToDayChange(this.newDayCallback);

        _actionsDoneInTheYear = new List <int> ();
        if (flooded)
        {
            this._terrainState = RiceTerrainState.WATER;
        }
        else
        {
            this._terrainState = RiceTerrainState.SOIL_MUDDY;
        }

        _plague = new PlagueInstance(this);

        updateTerrainRepresentation();


        // Load Outline
        InstantiateImages();
    }
Beispiel #2
0
    public void newDayCallback()
    {
        // ***** generate random bad weeds

        if (_isBurningRostoll)
        {
            if (++_daysBurning >= DAYS_TO_BURN_ROSTOLL)
            {
                _terrainState = RiceTerrainState.SOIL_SOFT;
                updateTerrainRepresentation();
                _daysBurning      = 0;
                _isBurningRostoll = false;
            }
        }
        if (_riceState != RiceState.NOT_PLANTED)
        {
            ++_daysPlanted;
        }
        if (_riceState == RiceState.SEMBRADO && _daysPlanted >= DAYS_TO_GERMINATE)
        {
            _riceState = RiceState.GROWING;
            updateRiceRepresentation();
        }
        if (_riceState == RiceState.GROWING && _daysPlanted >= DAYS_TO_GROWN)
        {
            _riceState = RiceState.GROWN;
            updateRiceRepresentation();
        }
    }
Beispiel #3
0
 public void plant()
 {
     _terrainState = RiceTerrainState.WATER;
     updateTerrainRepresentation();
     _riceState   = RiceState.GROWING;
     _daysPlanted = DAYS_TO_GERMINATE;
     updateRiceRepresentation();
 }
Beispiel #4
0
 public void sembrar()
 {
     _terrainState = RiceTerrainState.WATER;
     updateTerrainRepresentation();
     _riceState   = RiceState.SEMBRADO;
     _daysPlanted = 0;
     updateRiceRepresentation();
 }
Beispiel #5
0
 public void mow()
 {
     removeWeed();
     treatPlague();
     _riceState = RiceState.NOT_PLANTED;
     updateRiceRepresentation();
     _harvestImg.SetActive(true);
 }
Beispiel #6
0
    public void disable()
    {
        //_actionsDoneInTheYear.Clear ();
        removeWeed();
        treatPlague();

        _riceState = RiceState.NOT_PLANTED;
        //_daysPlanted = 0;
        updateRiceRepresentation();

        _terrainState = RiceTerrainState.DISABLED;
        updateTerrainRepresentation();

        _harvestImg.SetActive(false);
    }
Beispiel #7
0
 private void ResetRice()
 {
     _daysPlanted = 0;
     _riceState   = RiceState.NOT_PLANTED;
     updateRiceRepresentation();
 }