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(); }
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(); } }
public void plant() { _terrainState = RiceTerrainState.WATER; updateTerrainRepresentation(); _riceState = RiceState.GROWING; _daysPlanted = DAYS_TO_GERMINATE; updateRiceRepresentation(); }
public void sembrar() { _terrainState = RiceTerrainState.WATER; updateTerrainRepresentation(); _riceState = RiceState.SEMBRADO; _daysPlanted = 0; updateRiceRepresentation(); }
public void mow() { removeWeed(); treatPlague(); _riceState = RiceState.NOT_PLANTED; updateRiceRepresentation(); _harvestImg.SetActive(true); }
public void disable() { //_actionsDoneInTheYear.Clear (); removeWeed(); treatPlague(); _riceState = RiceState.NOT_PLANTED; //_daysPlanted = 0; updateRiceRepresentation(); _terrainState = RiceTerrainState.DISABLED; updateTerrainRepresentation(); _harvestImg.SetActive(false); }
private void ResetRice() { _daysPlanted = 0; _riceState = RiceState.NOT_PLANTED; updateRiceRepresentation(); }