* 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 --------- Co-authored-by: Jaraten <116667537+Jaraten@users.noreply.github.com>
21 lines
572 B
C#
21 lines
572 B
C#
namespace Content.Server._CP14.Farming.Components;
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/// <summary>
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/// Is trying to use up the plant's energy and resources to grow.
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/// </summary>
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[RegisterComponent, Access(typeof(CP14FarmingSystem))]
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public sealed partial class CP14PlantGrowingComponent : Component
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{
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[DataField]
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public float EnergyCost = 0f;
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[DataField]
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public float ResourceCost = 0f;
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/// <summary>
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/// for each plant renewal. It is not every frame, it depends on the refresh rate in PlantComponent
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/// </summary>
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[DataField]
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public float GrowthPerUpdate = 0f;
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}
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