using Types.Items; using UnityEngine; // This is a base class for all crops in the game. It is for the actual crop in the ground. // It is not for the seeds that are planted or the harvested crops. (CropItem) namespace Data.ScriptableObjects.World { [CreateAssetMenu(fileName = "CropInteractable", menuName = "Game Data/Farming/Crop Interactable")] public class CropInteractable : Interactable { public int currentGrowthStage; // will need to change the sprite depending on the growth stage public Sprite[] growthSprites; public int growthStages; public bool isWatered; public bool lightRequirement; // 1 = daily, 2 = every other day, 3 = every third day, etc. ? public float waterRequirement; // crop properties public int yield; // crop item public CropItem CropItem; public SeedItem SeedItem; public CropInteractable() { type = InteractableType.Crop; } public new void Awake() { id = GetInstanceID(); currentGrowthStage = 1; isWatered = false; type = InteractableType.Crop; // objectName = CropItem.ItemName + " Crop"; } /* public bool IsPlayerInInteractRange(Vector2 playerPosition, Vector2 itemPosition) { return Vector2.Distance(playerPosition, itemPosition) < interactRange; }*/ // public bool IsToolRequired() // { // // if there are not valid tools // if (validToolTypes == null || validToolTypes.Length == 0) // return false; // // // also if one of the valid tool types is none then we don need a tool // return !validToolTypes.Contains(ToolItem.ToolType.None); // } public new void OnDayChange() { Debug.Log("Crop OnDayChange TRIGGERED"); Debug.Log("Crop: Name: " + CropItem.ItemName + " Current growth stage: " + currentGrowthStage + " Growth Stages: " + growthStages); // if (isWatered) { // todo: add in water check for growth. currentGrowthStage++; if (currentGrowthStage >= growthStages) currentGrowthStage = growthStages; isWatered = false; } public new void OnInteract() { Debug.Log("Crop OnInteract"); if (IsHarvestable()) // harvest crop Debug.Log("Harvesting crop"); } public void Interact() { Debug.Log("Crop Interact"); // 0. check if it's ready to be harvested. // 1. check to see if the player is in range to interact // 2. check to see if this crop requires a tool and // 2. check to see if the player has the correct tool equipped if required // if the tool is a pickaxe - destroy the crop // watering can - water the tile/crop // harvest crop Debug.Log(IsHarvestable() ? "Harvesting crop" : "Crop is not ready to harvest"); } public bool IsHarvestable() { // if crop has no values if (currentGrowthStage < growthStages) { Debug.Log("Crop is not ready to harvest"); return false; } Debug.Log("Crop is ready to harvest"); return true; } public void SetCropItem(CropItem item) { CropItem = item; } public void Initialize() { Debug.Log("Crop Initialize"); } } }