Example #1
0
 public override void Start()
 {
     base.Start();
     FieldDryInstance     = Instantiate(FieldDry, transform);
     FieldWateredInstance = Instantiate(FieldWatered, transform);
     GetComponent <MeshRenderer>().enabled = false;
     FieldDryInstance.SetActive(false);
     FieldWateredInstance.SetActive(false);
 }
Example #2
0
 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);
     }
 }
Example #3
0
 void Update()
 {
     SwitchFields();
     WitheredField();
     if (IsWatered)
     {
         FieldDryInstance.SetActive(false);
         FieldWateredInstance.SetActive(true);
     }
     if (!IsPlowed)
     {
         ActiveFieldstate = Fieldstate.notThere;
         FieldDryInstance.SetActive(false);
         FieldWateredInstance.SetActive(false);
     }
 }
Example #4
0
    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();
        }
    }