//Sup Actions void plantPlant(player_interact player) //Maybe add modularity in the future for different plants { tile_Unplanted = false; n_plant.growth = PlantGrowth.Uncared; UpdateSprite(); Debug.Log("Used seed"); player.hasSeed = false; }
private float growthLevel = 0; // Current Age //Main Command public void PlantThePlot(player_interact player) { if (player.hasSeed && tile_Unplanted == true) { plantPlant(player); return; } if (tile_Unplanted == false && !n_plant.caredFor()) //Planted + Not cared { carePlant(); return; } if (n_plant.Bounty()) // Plant Grown { harvestFood(n_plant); } else { return; } }
public void c_Interact(player_interact player) { player.hasSeed = true; }