void Die() { _state = GrassStates.Dirt; _colorCurrent = _colorDirt; _isOld = false; _isMature = false; _isTrampledUpon = false; _isEatenUpon = false; }
public Script_Tile(Script_Grid p_grid, GrassStates p_state, int p_gridXCoordinate, int p_y, int p_gridZCoordinate, Quaternion p_rotation) { _position = new Vector3Int(p_gridXCoordinate, -1, p_gridZCoordinate); _tileObject = GameObject.CreatePrimitive(PrimitiveType.Cube); _tileObject.name = "TileObject"; _tileObject.transform.position = _position; _tileObject.transform.rotation = p_rotation; _material = _tileObject.GetComponent <Renderer>().material; _material.color = Color.white; _nearbySheep = new List <Script_Sheep> (); _isOccupiedBySheep = false; _isOccupiedByWolf = false; _grid = p_grid; _gridXCoordinate = p_gridXCoordinate; _gridZCoordinate = p_gridZCoordinate; _sheepSensingRange = 2; _isOld = false; _actDelegate = null; _matureTimerMax = 5.0f; _matureTimerCurrent = 0.0f; _isMature = false; _maxHealth = 10.0f; _state = p_state; _colorDirt = new Color(1, 1, 0, 1); _colorGrass = new Color(0, 1, 1, 1); _colorDecayingGrass = new Color(0.5f, 0.5f, 0, 1); _isTrampledUpon = false; _isEatenUpon = false; if (_state == GrassStates.Dirt) { _health = 0.0f; _colorCurrent = _colorDirt; } else if (_state == GrassStates.Grass) { _health = 8.0f; _colorCurrent = Color.Lerp(_colorDecayingGrass, _colorGrass, _health / _maxHealth); } SetColor(_colorCurrent); }
public void SetState(GrassStates p_state) { _state = p_state; }