evershade/Assets/Data/ScriptableObjects/World/CropInteractable.cs

89 lines
2.2 KiB
C#

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)
[CreateAssetMenu(fileName = "CropInteractable", menuName = "Game Data/Farming/Crop Interactable")]
public class CropInteractable : Interactable
{
// crop item
public CropItem cropItem;
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;
public SeedItem seedItem;
// 1 = daily, 2 = every other day, 3 = every third day, etc. ?
public float waterRequirement;
// crop properties
public int yield;
public CropInteractable()
{
type = InteractableType.Crop;
}
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 override void OnEnter2D(Collider2D collider)
{
Debug.Log("Crop OnEnter2D");
}
public override void OnExit2D(Collider2D collider)
{
Debug.Log("Crop OnExit2D");
}
public override void OnInteract()
{
Debug.Log("Crop OnInteract");
if (IsHarvestable())
// harvest crop
Debug.Log("Harvesting crop");
}
public override void Interact()
{
Debug.Log("Crop Interact");
// 0. check if its 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
if (IsHarvestable())
// harvest crop
Debug.Log("Harvesting crop");
else
Debug.Log("Crop is not ready to harvest");
}
public void SetCropItem(CropItem item)
{
cropItem = item;
}
}