protected override void ProceedUse(List <Vector2> pTiles)
    {
        NeedBase energyNeed = PlayerNeedManager.Instance.GetNeed("Energy");

        energyNeed.Change(-CurrentTool.EnergyCost * (ToolCursorManager.Instance.CursorIndex + 1));

        List <Vector2> tiles = pTiles;

        foreach (Vector2 tile in tiles)
        {
            if (CheckTileValidity(tile))
            {
                FarmPlot plot = GetPlot(tile);
                plot.Water();
                CurrentTool.CurrentCharge = Mathf.Clamp(CurrentTool.CurrentCharge - 1, 0, CurrentTool.MaxCharge);

                if (plot.Crop != null)
                {
                    plot.Crop.Water();
                }
            }
        }
    }
Пример #2
0
 public static bool Water(FarmPlot plot, float cooldown, FarmTool tool)
 {
     return(plot.Water(cooldown, tool));
 }