public bool PlantTree() { if (currTreeState == MimosaState.NoTree) { currTreeState = MimosaState.Normal; timeReproLeft = timeToReproduce; return(true); } return(false); }
// Update is called once per frame public override void updatePlantState() { //Reproducing if (currTreeState == MimosaState.Normal) { timeReproLeft -= Time.deltaTime; if (timeReproLeft <= 0) { GameObject.Find("GameManager").GetComponent <MimosaManager>().SpawnTreeNear(treeID); timeReproLeft += timeToReproduce; } } //Drying if (currTreeState == MimosaState.BarkOff && timeDryLeft > 0) { timeDryLeft -= Time.deltaTime; if (timeDryLeft <= 0) { currTreeState = MimosaState.DriedAndReadyToCut; } } //Set the sprite to be the equivalent int enum. this.GetComponent <SpriteRenderer>().sprite = sprites[(int)currTreeState]; /*switch (treeState) { * case 0: * this.GetComponent<SpriteRenderer> ().sprite = sprites [0]; * break; * case 1: * this.GetComponent<SpriteRenderer> ().sprite = sprites [1]; * break; * case 2: * this.GetComponent<SpriteRenderer> ().sprite = sprites [2]; * break; * case 3: * this.GetComponent<SpriteRenderer> ().sprite = sprites [3]; * break; * case 4: * this.GetComponent<SpriteRenderer> ().sprite = sprites [4]; * break; * default: * break; * }*/ }
// Use this for initialization public override void initializeVariables() { currTreeState = MimosaState.NoTree; timeReproLeft = timeToReproduce; timeDryLeft = timeToDry; }