static void Pollinate(FlowerBed flowerBed) { FlowerBed.FlowerBedState newState = flowerBed.state; switch (newState) { case FlowerBed.FlowerBedState.DeadFlowers: case FlowerBed.FlowerBedState.DrownedFlowers: newState = FlowerBed.FlowerBedState.WeakFlowers; break; case FlowerBed.FlowerBedState.WeakFlowers: newState = FlowerBed.FlowerBedState.NormalFlowers; break; case FlowerBed.FlowerBedState.NormalFlowers: newState = FlowerBed.FlowerBedState.BeautifulFlowers; break; case FlowerBed.FlowerBedState.BeautifulFlowers: newState = FlowerBed.FlowerBedState.SuperFlowers; break; } flowerBed.UpdateFlowerbedState(newState); }
void UpdateFlower(FlowerBed.FlowerBedState state) { if (SeedsEnabledState.Contains(state)) { SpriteRenderer.color = Color.white; } else { SpriteRenderer.color = Color.clear; } }
void UpdateFlower(FlowerBed.FlowerBedState state) { if (!FlowerStates.TryGetValue(state, out Sprite sprite)) { SpriteRenderer.color = Color.clear; return; } transform.localScale = FlowerSizesOverride.TryGetValue(state, out float size) ? new Vector3(size, size) : new Vector3(2.5f, 2.5f); SpriteRenderer.sprite = sprite; SpriteRenderer.color = FlowerShadeOverride.TryGetValue(state, out float color) ? new Color(color, color, color) : Color.white; SpriteRenderer.material = state == FlowerBed.FlowerBedState.SuperFlowers ? SuperFlowerMaterial : NormalMaterial; }