public override void Start() { base.Start(); FieldDryInstance = Instantiate(FieldDry, transform); FieldWateredInstance = Instantiate(FieldWatered, transform); GetComponent <MeshRenderer>().enabled = false; FieldDryInstance.SetActive(false); FieldWateredInstance.SetActive(false); }
public void SetIsPlowed(bool _NewState) { IsPlowed = _NewState; if (_NewState) { DaysUntilNotThere = 3; FieldDryInstance.SetActive(true); } else if (!_NewState) { ActiveFieldstate = Fieldstate.notThere; FieldDryInstance.SetActive(false); FieldWateredInstance.SetActive(false); } }
void Update() { SwitchFields(); WitheredField(); if (IsWatered) { FieldDryInstance.SetActive(false); FieldWateredInstance.SetActive(true); } if (!IsPlowed) { ActiveFieldstate = Fieldstate.notThere; FieldDryInstance.SetActive(false); FieldWateredInstance.SetActive(false); } }
public void UpdateFieldDays() //does the logic behind the daily cycling of the stages, gets called every day from GameManager { if (IsWatered) //if the field is watered { IsWatered = false; //dry out the field again FieldDryInstance.SetActive(true); FieldWateredInstance.SetActive(false); DayOfProgress++; //the plant growths towards its next step } else if ((!IsWatered && IsSeeded) || (IsWatered && isWeed)) //if the field is not waterd but seeded { DaysUntilWithered--; //the plant is one step closer to dry out } if (!IsSeeded) { DaysUntilNotThere--; EmptyField(); } }