//private Plant _adjacentPlant; // I think the bean multipler will be done in a different script public void Start() { var _raycastFerTile = Physics2D.Raycast(transform.position + new Vector3(0.5f, 0.5f), Vector2.zero, 1, 1 << LayerMask.NameToLayer("Fertile")); if (_raycastFerTile.collider == null) { Debug.LogError("No Fertile found below plant"); return; } //Debug.Log(_raycastFerTile.transform.GetComponent<Fertile>()); _occupiedTile = _raycastFerTile.transform.GetComponent <Fertile>(); _occupiedTile.toggleCropRotation(); _occupiedTile.setCurrentCrop(this); SetFertileFertilityModifier(_occupiedTile); FindObjectOfType <PlantManager>().AddPlant(this); }
public void TakePopulationDamage(int damage) { Debug.Log("TakingDamage"); population -= damage; CivWorld.SetActive(false); ThrivingWorld.SetActive(false); Fertile.SetActive(false); Broken.SetActive(false); Bad.SetActive(false); Apocalyptic.SetActive(false); if (population > 2000) { CivWorld.SetActive(true); } if (population > 1500) { ThrivingWorld.SetActive(true); } if (population > 1200) { Fertile.SetActive(true); } if (population > 900) { Broken.SetActive(true); } if (population > 600) { Bad.SetActive(true); } if (population > 0) { Apocalyptic.SetActive(true); } if (population < 0) { GameOver(); } }
//private void beanMaizeMultiplyer() //the bean maize phenomenon //{ // if (this.name.Equals("Bean")){ // //left // var _raycastMaize = Physics2D.Raycast(transform.position+transform.right *-0.5f, Vector2.zero); // if (_raycastMaize.collider != null) // { // _adjacentPlant = _raycastMaize.transform.GetComponent<Plant>(); // } // //right // _raycastMaize = Physics2D.Raycast(transform.position + transform.right * 1.5f, Vector2.zero); // if (_raycastMaize.collider != null) // { // _adjacentPlant = _raycastMaize.transform.GetComponent<Plant>(); // } // if (_adjacentPlant.name.Equals("Maize")) // { // _fertilityModifier += 0.25f; // } // } //} private void SetFertileFertilityModifier(Fertile _ferTile) { _fertilityModifier = _ferTile.getFertilityModifier(); }