/// <summary> /// resets health to zero, generates stump health and new lumber yielded amount, sets the treestate to stump /// </summary> private void InitializeStump() { health = 0; animator.SetBool("Swaying", false); switch (treeState) { case maturity.tiny: stumpHealth = 1; lumberYielded = 1; break; case maturity.small: stumpHealth = 2; lumberYielded = 3; break; case maturity.medium: stumpHealth = 3; lumberYielded = 5; break; case maturity.large: stumpHealth = 5; lumberYielded = 10; break; } treeState = maturity.stump; }
/// <summary> /// grow the tree, change the sprite and stats /// </summary> public void GrowTree() { treeState += 1; UpdateTreeStats(); //update the forest health UI on grow to Tiny tree if (treeState == maturity.tiny) { forestHealth.UpdateForestHealth(); } }
/// <summary> /// create the tree in a random state, only used when the level is loaded /// </summary> private void InitializeTree() { treeState = (maturity)(Random.Range(1, 5)); UpdateTreeStats(); }
/// <summary> /// Used by the planter when he plants a tree /// </summary> public void StartAsSeed() { treeState = maturity.seed; UpdateTreeStats(); }