Files
crystall-punk-14/Content.Server/_CP14/Farming/Components/CP14PlantGrowingComponent.cs
Ed 8cbd26ae2f Farming WIP (#269)
* setup planting doafter

* spawn plants after use seed

* some work

* move comps to separate folder

* public check daylight

* daylight plant energy regeneration

* some fixes

* bruh, im thinking

* added ingame soil

* added hoe

* attaching plants

* hoe system

* block plant dublicating

* some planting refactor

* shovel as pant + soil remover

* plant growing visualizer

* soil resprite

* split farming system to second partial class

* update throught event refactor

* tring sync update plant with update visuals

* finish visual sync

* plants growing

* more partial splitting, naming work, clean up

* Update FARMINGTEST.yml

* Update FARMINGTEST.yml

* fix typo

* prototype value validating

* Оно бухает воду!

* solution visualizer in soil

* forgot some fix

* part of Tornado review fix

* destroy RemovePlantComponent

* more fixes

* simple harvesting

* refactor plant component values changing

* harvest redo

* gather on destroyByTool

* sickle resprite

* plant fading

* fading per minute!

* wheat sprites

* YML restruct

* fixes

* auto root plants

* add comments

* move sprites

* split structures from object textures

* wheat farming!

* Update CP14FarmingSystem.Interactions.cs

* seedbed (#297)

seedbed :^)

* a

* Update soil.yml

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Co-authored-by: Jaraten <116667537+Jaraten@users.noreply.github.com>
2024-07-15 23:58:03 +03:00

21 lines
572 B
C#

namespace Content.Server._CP14.Farming.Components;
/// <summary>
/// Is trying to use up the plant's energy and resources to grow.
/// </summary>
[RegisterComponent, Access(typeof(CP14FarmingSystem))]
public sealed partial class CP14PlantGrowingComponent : Component
{
[DataField]
public float EnergyCost = 0f;
[DataField]
public float ResourceCost = 0f;
/// <summary>
/// for each plant renewal. It is not every frame, it depends on the refresh rate in PlantComponent
/// </summary>
[DataField]
public float GrowthPerUpdate = 0f;
}